I'm new to shaders and nowknow that you can color pixelpixels with gl_FragColor but sometimes there is this thing:
vec2 uv = gl_FragCoord.xy / screenSize; // or resolution or smthn depends on the implementation
ifIf gl_FragCoord is like pixel coordinates, what does uv get?
Why I it'sis it often done in GLSL?
If someone could even draw an example of which part of the screen is will be UV it will be very helpful!