#version 430 layout(std140, binding=0) uniform globals { mat4 proj; float time; }; out vec4 diffuse; void main() { vec3 hue = vec3(time) + vec3(0, 2, 4) * 3.1415 / 6.0; vec3 rgb = cos(hue) * 0.3 + vec3(0.7); diffuse = vec4(rgb, 1); }