This example teaches how to use the mix function in a fragment shader to blend two colors horizontally using the vUv.x coordinate.
vUv: UV CoordinatesEach fragment has a vUv ranging from 0 to 1. It can be used to represent the fragment’s position on the screen.
`glsl
varying vec2 vUv;
`
In this example, we use vUv.x to control the color blend along the horizontal axis.
mix(a, b, t): Linear InterpolationThis function blends a and b based on t:
`glsl
vec3 color = mix(colorA, colorB, vUv.x);
`
When vUv.x = 0, it shows colorA; when vUv.x = 1, it shows colorB. In between, it's a smooth transition.