#version 310 es precision highp float; layout(std140, set = 0, binding = 0) uniform UBO { float time; } constants; layout(location = 0) in vec3 vEC; layout(location = 0) out vec4 FragColor; void main() { const vec3 up = vec3(0.0, 0.0, 1.0); vec3 x = dFdx(vEC); vec3 y = dFdy(vEC); vec3 normal = normalize(cross(x, y)); float c = 1.0 - dot(normal, up); c = (1.0 - cos(c * c)) / 3.0; FragColor = vec4(c, c, c, 1.0); }