// By Udit Mahajan ( uditmahajan.com / @mahajan_udit ) // For Shader Studio Course https://github.com/patriciogonzalezvivo/ss2015 // Inspired on Leo Villareal work #ifdef GL_ES precision mediump float; #endif uniform vec2 u_resolution; uniform vec2 u_mouse; uniform float u_time; vec3 colorYellow = vec3(.98,0.87,0.30); // 98% 87% 30% vec3 colorPink = vec3(0.95, .41, .87);// 95% 41% 87% vec3 colorTopBot = vec3(0.91,0.05,0.24); //91% 5% 24% vec3 colorWhite = vec3(1., .94, 1.);//100% 94% 100% // Function from IƱigo Quiles // www.iquilezles.org/www/articles/functions/functions.htm float pcurve( float x, float a, float b ){ float k = pow(a+b,a+b) / (pow(a,a)*pow(b,b)); return k * pow( x, a ) * pow( 1.0-x, b ); } 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 x = pcurve(st.x-0.5,5.,1.0); float x2 = pcurve(.5-st.x,5.,1.0); float y = pcurve(st.y,1.,1.0); float y2 = pcurve(.4-st.y,0.2+abs(sin(u_time/20.))*5.,1.0); float y3 = pcurve(.4-st.y,0.7+abs(sin(u_time/10.))*4.,1.0); vec3 color = vec3(y); float pct = plot(st,y); color = mix(colorTopBot, colorYellow, y); color = mix(color, colorPink, y2); color = mix(color, colorWhite, y3); color = mix(color, colorTopBot, x); color = mix(color, colorTopBot, x2); // color = (1.-pct)*color; gl_FragColor = vec4(color,1.0); }