mirror of
https://github.com/patriciogonzalezvivo/thebookofshaders
synced 2024-11-09 19:10:24 +00:00
31 lines
667 B
GLSL
31 lines
667 B
GLSL
|
#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 expStep( float x, float k, float n ){
|
||
|
return exp( -k*pow(x,n) );
|
||
|
}
|
||
|
|
||
|
float plot(vec2 _st, float _pct){
|
||
|
return smoothstep( _pct-0.01, _pct, _st.y) -
|
||
|
smoothstep( _pct, _pct+0.01, _st.y);
|
||
|
}
|
||
|
|
||
|
void main() {
|
||
|
vec2 st = gl_FragCoord.xy/u_resolution;
|
||
|
|
||
|
float y = expStep(st.x,10.,1.0);
|
||
|
|
||
|
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);
|
||
|
}
|