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thebookofshaders/07/rect.frag

27 lines
595 B
GLSL

// Author @patriciogv - 2015
// http://patriciogonzalezvivo.com
#ifdef GL_ES
precision mediump float;
#endif
uniform vec2 u_resolution;
uniform float u_time;
float rect(in vec2 _st, in vec2 _size){
_size = vec2(0.5) - _size*0.5;
vec2 uv = smoothstep(_size,
_size+vec2(0.001),
_st);
uv *= smoothstep(_size,
_size+vec2(0.001),
vec2(1.0)-_st);
return uv.x*uv.y;
}
void main(){
vec2 st = gl_FragCoord.xy/u_resolution.xy;
vec3 color = vec3( rect(st, vec2(0.9)) );
gl_FragColor = vec4(color,1.0);
}