// Author: Inigo Quiles // Title: Parabola #ifdef GL_ES precision mediump float; #endif uniform vec2 u_resolution; uniform float u_time; // Function from IƱigo Quiles // www.iquilezles.org/www/articles/functions/functions.htm float parabola( float x, float k ){ return pow( 4.0*x*(1.0-x), k ); } float plot(vec2 st, float pct){ return smoothstep( pct-0.02, pct, st.y) - smoothstep( pct, pct+0.02, st.y); } void main() { vec2 st = gl_FragCoord.xy/u_resolution; float y = parabola(st.x,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); }