// ----- Vertex Shader ----- #version 330 core layout(location = 0) in vec3 position; uniform mat4 projection; uniform mat4 model; void main(){ gl_Position = projection * model * vec4(position,1); } // ----- Fragment Shader ----- #version 330 core uniform vec2 resolution; uniform float time; out vec3 color; void main(){ vec2 coord=gl_FragCoord.xy/resolution; coord-=0.5; float d=length(coord); color=vec3(d,1,1); }