uniform float _shininess = 0; float getProceduralColors(inout vec3 diffuse, inout vec3 specular, inout float shininess) { float region = _texCoord0.x * 3.0; diffuse = vec3(0.0); diffuse.r = 0.5 * (sin(iGlobalTime) + 1) * step(region, 1.0); diffuse.g = 0.5 * (sin(iLocalCreatedTime) + 1) * step(1.0, region) * step(region, 2.0); diffuse.b = 0.5 * (sin(iEntityTime) + 1) * step(2.0, region); shininess = _shininess; return 0.0; }