Sflp Shaders Link
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);
// 3-tone palette: black / hot pink / cyan vec3 black = vec3(0.0); vec3 pink = vec3(1.0, 0.2, 0.8); vec3 cyan = vec3(0.2, 0.9, 1.0); sflp shaders
// scanline grit (fake low-res) col *= 0.9 + 0.2 * sin(gl_FragCoord.y * 2.0); gl_FragColor = vec4(col, 1
// boolean edge detection via fwidth (fast derivative) float edge = smoothstep(0.0, fwidth(d), abs(d)); gl_FragColor = vec4(col
// raw sinusoidal waves on axes vec2 q = p; q.x += sin(time * 1.7 + p.y * 8.0) * 0.1; q.y += cos(time * 1.3 + p.x * 7.0) * 0.1;