void main() { gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); }
void main() { gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); }
uniform vec3 lightPos; void main() { float distance = length(lightPos - gl_FragCoord.xyz); gl_FragColor = vec4(1.0 / (distance * distance), 0.0, 0.0, 1.0); }
uniform vec3 colors[3]; void main() { gl_FragColor = vec4(colors[0], 1.0); }
uniform vec2 resolution; void main() { vec2 uv = gl_FragCoord.xy / resolution.xy; gl_FragColor = vec4(uv, 0.0, 1.0); }
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