mirror of
https://github.com/patriciogonzalezvivo/thebookofshaders
synced 2024-11-09 19:10:24 +00:00
30 lines
639 B
GLSL
30 lines
639 B
GLSL
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#ifdef GL_ES
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precision mediump float;
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#endif
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uniform vec2 u_resolution;
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uniform float u_time;
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// Function from Iñigo Quiles
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// www.iquilezles.org/www/articles/functions/functions.htm
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float parabola( float x, float k ){
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return pow( 4.0*x*(1.0-x), k );
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}
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float plot(vec2 _st, float _pct){
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return smoothstep( _pct-0.01, _pct, _st.y) -
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smoothstep( _pct, _pct+0.01, _st.y);
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}
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void main() {
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vec2 st = gl_FragCoord.xy/u_resolution;
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float y = parabola(st.x,1.0);
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vec3 color = vec3(y);
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float pct = plot(st,y);
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color = (1.0-pct)*color+pct*vec3(0.0,1.0,0.0);
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gl_FragColor = vec4(color,1.0);
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}
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