thebookofshaders/06/mix.frag

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#ifdef GL_ES
precision mediump float;
#endif
uniform vec2 u_resolution;
uniform float u_time;
vec3 colorA = vec3(0.149,0.141,0.912);
vec3 colorB = vec3(1.000,0.833,0.224);
void main() {
vec3 color = vec3(0.0);
float pct = abs(sin(u_time));
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// Mix uses pct (a value from 0-1) to
// mix the two colors
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color = mix(colorA, colorB, pct);
gl_FragColor = vec4(color,1.0);
}