GLB Shader Editor
uniform float time; varying vec2 vUv; void main() { vec3 color = vec3(0.5 + 0.5 * sin(time + vUv.x * 10.0), 0.5 + 0.5 * cos(time + vUv.y * 10.0), 0.8); gl_FragColor = vec4(color, 1.0); }
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