content/hifi-content/samuel/ProceduralTime.fs
2022-02-14 02:04:11 +01:00

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448 B
GLSL

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;
}