thebookofshaders/05/cubicpulse.frag

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#ifdef GL_ES
precision mediump float;
#endif
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
// Function from Iñigo Quiles
// www.iquilezles.org/www/articles/functions/functions.htm
float cubicPulse( float c, float w, float x ){
x = abs(x - c);
if( x>w ) return 0.0;
x /= w;
return 1.0 - x*x*(3.0-2.0*x);
}
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float plot(vec2 st, float pct){
return smoothstep( pct-0.02, pct, st.y) -
smoothstep( pct, pct+0.02, st.y);
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}
void main() {
vec2 st = gl_FragCoord.xy/u_resolution;
float y = cubicPulse(0.5,0.2,st.x);
vec3 color = vec3(y);
float pct = plot(st,y);
color = (1.0-pct)*color+pct*vec3(0.0,1.0,0.0);
gl_FragColor = vec4(color,1.0);
}