thebookofshaders/05/smoothstep.frag

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#ifdef GL_ES
precision mediump float;
#endif
#define PI 3.14159265359
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
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float plot(vec2 st, float pct){
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return smoothstep( pct-0.02, pct, st.y) -
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smoothstep( pct, pct+0.02, st.y);
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}
void main() {
vec2 st = gl_FragCoord.xy/u_resolution;
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// Smooth interpolation between 0.1 and 0.9
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float y = smoothstep(0.1,0.9,st.x);
vec3 color = vec3(y);
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float pct = plot(st,y);
color = (1.0-pct)*color+pct*vec3(0.0,1.0,0.0);
gl_FragColor = vec4(color,1.0);
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}