mirror of
https://github.com/patriciogonzalezvivo/thebookofshaders
synced 2024-11-15 18:13:59 +00:00
30 lines
623 B
GLSL
30 lines
623 B
GLSL
|
// Author @patriciogv ( patriciogonzalezvivo.com ) - 2015
|
||
|
|
||
|
#ifdef GL_ES
|
||
|
precision mediump float;
|
||
|
#endif
|
||
|
|
||
|
uniform vec2 u_resolution;
|
||
|
uniform vec2 u_mouse;
|
||
|
uniform float u_time;
|
||
|
|
||
|
vec2 tile(vec2 _st, float _zoom){
|
||
|
_st *= _zoom;
|
||
|
return fract(_st);
|
||
|
}
|
||
|
|
||
|
float circle(vec2 _st, float _radius){
|
||
|
vec2 pos = vec2(0.5)-_st;
|
||
|
_radius *= 0.75;
|
||
|
return 1.-smoothstep(_radius-(_radius*0.05),_radius+(_radius*0.05),dot(pos,pos)*3.14);
|
||
|
}
|
||
|
|
||
|
void main(){
|
||
|
|
||
|
vec2 st = gl_FragCoord.xy/u_resolution.xy;
|
||
|
st.x *= u_resolution.x/u_resolution.y;
|
||
|
st = tile(st,5.);
|
||
|
vec3 color = vec3(circle(st, 0.2));
|
||
|
|
||
|
gl_FragColor = vec4(color,1.0);
|
||
|
}
|