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toddcox-visualize/vis/shaders/w-axis-hue.fs.glsl

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GLSL

#version 430
in vec4 vpos;
out vec4 color;
void main() {
float d = smoothstep(-2, 2, vpos.z);
vec3 off = 1.04 * vec3(0, 2, 4) + 2 * vec3(vpos.w);
color = vec4(d * cos(off), 1);
}