Sflp Shaders May 2026

// color by position & time (no branching) vec3 col = mix(pink, cyan, sin(p.x * 3.14159 + time) * 0.5 + 0.5); col = mix(black, col, edge);

gl_FragColor = vec4(col, 1.0); // sflp vertex: no camera, no matrix, just NDC quad attribute vec2 position; varying vec2 uv; void main() uv = position * 0.5 + 0.5; // (0..1) if position is -1..1 gl_Position = vec4(position, 0.0, 1.0); sflp shaders

// scanline grit (fake low-res) col *= 0.9 + 0.2 * sin(gl_FragCoord.y * 2.0); // color by position & time (no branching)

void main() // normalized pixel coord (-1..1) aspect corrected vec2 p = (gl_FragCoord.xy * 2.0 - resolution) / min(resolution.x, resolution.y); col = mix(black