I want to display an ATV, I want one side of the square to be white and the other black. Instead of a simple linear color interpolation for the pixels between them, I need to simulate the cosine function.
What is a good way to approach this?
You can do this in the fragment shader. I.e:.
gl_FragColor = vec4( vec3( cos( in_TexCoord.x ) ), 1.0 );
You can adjust the exact values of the amplitude and phase as you like for each color channel.