runnable fragment
code snippet
precision mediump float;
uniform float u_time;
uniform vec2 u_resolution;
void main() {
vec3 black = vec3(0.0);
vec3 white = vec3(1.0);
vec3 color = black;
vec2 uv = 2.0 * gl_FragCoord.xy / u_resolution - 1.0;
uv.x = uv.x * u_resolution.x / u_resolution.y;
color = vec3(uv, 0.0);