#### Scott * For these uniforms: ``` uniform vec2 u_resolution; // Canvas size (width,height) uniform vec2 u_mouse; // mouse position in screen pixels uniform float u_time; // Time in seconds since load ```` …what determines these variable names? Are these set by you, so I could change them, or are these determined by the graphics card, GLSL, or something else? * This list of GLSL-supported functions is super. Maybe you could link to a comprehensive list here, too. • In "Slow down the frequency until the color change becomes almost imperceptible" took me a minute to figure out the right place to do that. I ended up writing: ``` gl_FragColor = vec4( abs(sin(u_time * 0.4)) ,0.0,0.0,1.0); ``` I mention it because I felt this is the first place where you might lose some people. Consider giving a little more guidance with this instruction. * So gl_FragCoord is a varying, so it doesn’t have to be declared. But uniforms do have to be declared before you can use them? Is that right? * Starting in this example, I need to be told what the components of a vec4() are. It looks like you are using vec4.x and vec4.y. But you didn’t introduce these. What other options do I have? * Also I would want the fields of gl_FragCoord explained. You used gl_FragCoord.xy but didn’t explain it. I assume it’s a vec2 with the x and y values, of course. Come to think of it, it is crazy that you can write: gl_FragCoord.xy / u_resolution and have that return a vec2! In Processing you have to use something like vector.divide(). Maybe it would be worth explaining a bit what your line of code above does? Does it really divide both the X and Y values by u_resolution? NOTES: uniform vec2 u_resolution; // vec2(500.0,500.0) uniform vec2 u_mouse; uniform float u_time; void main() { // X Y // gl_FragCoord.xy = vec2(0.0,0.0); // / / // vec2(500.0,500.0); vec2 st = gl_FragCoord.xy/u_resolution; // ST -> vec2(0.0,0.0) to vec2(1.0,1.0) // RED GREEN BLUE ALPHA gl_FragColor = vec4(st.x, st.y, 0.0, 1.0); }