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#version 440
layout(location = 0) in vec2 coords;
layout(location = 0) out vec4 fragColor;
layout(std140, binding = 0) uniform buf {
float t;
float y_dir;
};
void main()
{
float i = 1.0 - (pow(abs(coords.x), 4.0) + pow(abs(coords.y), 4.0));
i = smoothstep(t - 0.8, t + 0.8, i);
i = floor(i * 20.0) / 20.0;
fragColor = vec4(coords * 0.5 + 0.5, i, i);
}
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