Created
July 22, 2016 08:58
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glslsandbox boilerplate
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precision mediump float; | |
uniform float time; | |
uniform vec2 resolution; | |
void main(void) { | |
vec2 a = resolution.xy / min(resolution.x, resolution.y); | |
vec2 p = gl_FragCoord.xy / resolution.xy * a; | |
vec3 color = vec3(0.0); | |
gl_FragColor = vec4(color, 1.0); | |
} |
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