thebookofshaders/07/cross.frag

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// Author @patriciogv - 2015
// http://patriciogonzalezvivo.com
#ifdef GL_ES
precision mediump float;
#endif
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
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float box(in vec2 st, in vec2 size){
size = vec2(0.5) - size*0.5;
vec2 uv = smoothstep(size,
size+vec2(0.001),
st);
uv *= smoothstep(size,
size+vec2(0.001),
vec2(1.0)-st);
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return uv.x*uv.y;
}
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float cross(in vec2 st, float size){
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return box(st, vec2(size,size/4.)) +
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box(st, vec2(size/4.,size));
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}
void main(){
vec2 st = gl_FragCoord.xy/u_resolution.xy;
gl_FragColor = vec4( vec3( cross(st,0.4) ) ,1.0);
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}