// By Hang Do Thi Duc ( http://22-8miles.com) // For Shader Studio Course https://github.com/patriciogonzalezvivo/ss2015 // Inspired on this picture http://www.tate.org.uk/art/artworks/turner-red-sunset-on-lake-d36200 // by William Turner Sunset #ifdef GL_ES precision mediump float; #endif #define PI 3.14159265359 uniform vec2 u_resolution; uniform vec2 u_mouse; uniform float u_time; float plot (vec2 st, float pct){ return smoothstep( pct-0.01, pct, st.y) - smoothstep( pct, pct+0.01, st.y); } //Inigo Quiles float cubicPulse( float highPos, float width, float x ){ // e.g. 0.4__0.2__0.0__0.2__0.4 x = abs(x - highPos); // make flat before and after highPos value if( x>width ) return 0.0; x /= width; // reverse Quadratfunction * smooth edges return 1.0 - pow(x, 2.) * (3.0 - 2.0*x); } void main() { vec3 colorA = vec3(0.909,0.961,0.982); vec3 colorB = vec3(0.760,0.533,0.404); vec2 st = gl_FragCoord.xy/u_resolution.xy; vec3 color = vec3(1.0); vec3 pct = vec3(st.y); pct.r = 1.2 * cubicPulse(0.44, 0.09, st.y) - .2; pct.g = 1.2 * (smoothstep(.28,.5, st.y) - smoothstep(.5,.8, st.y)); pct.b = 1.1 * (smoothstep(.2,.6, st.y) - smoothstep(.6,.9, st.y)); color = mix(colorA, colorB, pct); gl_FragColor = vec4(color,1.0); }