fn pixel_shader(Position: vec2<f32>, Time: f32) -> vec3<f32> { let result: f32 = Position.y - sin(Position.x); let distance: f32 = abs(result); let threshold: f32 = 0.01; let color: f32 = 1-min(distance, threshold) / threshold; return vec3<f32>(color, color, color); }