// Declare the uniforms passed from Three.js uniform vec2 u_resolution; uniform vec2 u_mouse; uniform float u_time;
void main() { // In Three.js, gl_FragCoord replaces fragCoord // u_resolution replaces iResolution vec2 uv = gl_FragCoord.xy / min(u_resolution.x, u_resolution.y); uv *= 20.0;
// u_mouse replaces iMouse
// Since we are tracking hover constantly, we can remove the fallback animation
vec2 mouseUv = u_mouse.xy / min(u_resolution.x, u_resolution.y);
mouseUv *= 20.0;
// ... [The rest of the engine turning logic remains exactly the same] ...
// Instead of fragColor, Three.js uses the standard gl_FragColor output
gl_FragColor = vec4(finalColor, 1.0);
}
