#version 300 es        // NEWER VERSION OF GLSL
precision highp float; // HIGH PRECISION FLOATS

uniform float uTime;   // TIME, IN SECONDS
in vec3 vPos;          // POSITION IN IMAGE
out vec4 fragColor;    // RESULT WILL GO HERE

void main() {
    vec3 color = cos(100. * vPos);
    fragColor = vec4(sqrt(color), 1.0);
}
