#version 430 core out vec4 out_color; flat in vec4 color; in vec4 pos_local; in vec4 pos_global; uniform float time; void main() { //out_color = vec4(0.8,0.2,0.9,1.0); // vec4 mixColor = mix(color, vec4(0.0f, 0.3f, 0.3f, 1.0f), sin(time)); // out_color = mixColor / sin(time); vec4 mixColor = mix(time * abs(pos_local), vec4(0.0f, 0.3f, 0.3f, 1.0f), sin(time)); out_color = mixColor / sin(time); // vec4 mixColor = mix(pos_global, vec4(0.0f, 0.3f, 0.3f, 1.0f), sin(time)); // out_color = mixColor / sin(time); //out_color = color / time; }