// // Simple passthrough fragment shader // varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform float btop; uniform float bbot; void main() { vec2 pos = v_vTexcoord.x > 0.5? vec2(v_vTexcoord.x - 0.5, v_vTexcoord.y) : vec2(0.5 - v_vTexcoord.x, v_vTexcoord.y); float _t = (1. - pos.y); float _x = 3. * (btop * _t * (1. - _t) * (1. - _t) + bbot * _t * _t * (1. - _t)); gl_FragColor = pos.x < _x? v_vColour : vec4(0.); }