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#version 460 core

#include "consts.h"

layout(location = 0) out vec4 color;
in vec4 gl_FragCoord;

layout(location = U_LOC_TIME) uniform float time;
layout(location = U_LOC_PASS1) uniform sampler2D buf;
layout(location = U_LOC_WINDOW) uniform ivec2 window;

const vec4 color_a = vec4(0.15, 0.50, 0.90, 1.0);
const vec4 color_b = vec4(0.90, 1.00, 0.90, 1.0);

void main() {
	vec2 uv = gl_FragCoord.xy / window.xy;
  float val = texture(buf, uv)[0];
  color = mix(color_a, color_b, val); // map b/w colors to gradient
}