#shader vertex #version 330 core layout(location = 0) in vec4 position; uniform mat4 u_mvpMatrix; void main() { gl_Position = u_mvpMatrix * position; }; #shader fragment #version 330 core layout(location = 0) out vec4 color; uniform vec4 u_offset; vec3 hsl2rgb(in vec3 c) { vec3 rgb = clamp(abs(mod(c.x * 6.0 + vec3(0.0, 4.0, 2.0), 6.0) - 3.0) - 1.0, 0.0, 1.0); return c.z + c.y * (rgb - 0.5) * (1.0 - abs(2.0 * c.z - 1.0)); } void main() { vec3 colorRGB = hsl2rgb(vec3(gl_FragCoord.z * 0.8, 1.0, 0.5)); color = vec4(colorRGB, 1.0); if(gl_FragCoord.x - u_offset.x <= 2.0) color = vec4(0.0, 0.0, 0.0, 1.0); if(gl_FragCoord.x - u_offset.x >= 28.0) color = vec4(0.0, 0.0, 0.0, 1.0); if(gl_FragCoord.y + u_offset.y >= u_offset.w - 2.0) color = vec4(0.0, 0.0, 0.0, 1.0); if(gl_FragCoord.y + u_offset.y <= u_offset.w - 298.0) color = vec4(0.0, 0.0, 0.0, 1.0); };