gl_VertexID
2) move between point p0
at
(-1.0, 1.0, 0.0) and
p1
at (1.0, -0.3, 0.0).
mix()
to do linear interpolation in GLSL.
time
uniform to animate, but remember to keep the t
value of the
interpolation between 0 and 1. Try using
mod()
or
sin()
.
color
output in the fragment shader. Have it
interpolate between two colors c0
and c1
.mix
functions.time: