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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
}
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