// By Nitcha Tothong ( nitchafa.me ) // For Shader Studio Course https://github.com/patriciogonzalezvivo/ss2015 #ifdef GL_ES precision mediump float; #endif uniform vec2 u_resolution; uniform float u_time; vec3 colorA = vec3(0.5,0.5,0.5); vec3 colorB = vec3(1.0,0.7,0.4); vec3 colorC = vec3(0.0,0.15,0.2); float plot (vec2 st, float pct){ return smoothstep( pct-0.01, pct, st.y) - smoothstep( pct, pct+0.01, st.y); } // cosine based palette, 4 vec3 params by Iñigo Quílez // http://www.iquilezles.org/www/articles/palettes/palettes.html vec3 palette( in float t, in vec3 a, in vec3 b, in vec3 c, in vec3 d ) { return a + b*cos( 6.28318*(c*t+d) ); } void main() { vec2 st = gl_FragCoord.xy/u_resolution.xy; // Move to + st.x -= 0.40*u_time*0.6; vec3 color = palette(st.x,colorA, colorC, colorB, colorC)* 1.5; float f = fract(st.x*7.0); gl_FragColor = vec4(color,1.0); }