Beppo Shaders -
uniform float time; uniform vec2 mouse; uniform vec2 resolution; in vec2 v_uv; out vec4 fragColor; // USER CODE START vec3 mainImage(vec2 uv, float t, vec2 m, vec2 res) // User writes here return vec3(uv.x, uv.y, 0.0);
// USER CODE END
void main() vec2 uv = v_uv; vec3 col = mainImage(uv, time, mouse, resolution); fragColor = vec4(col, 1.0); beppo shaders