#ifdef GL_ES precision mediump float; #endif #define PI 3.14159265359 uniform vec2 u_resolution; uniform float u_time; 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; // Step will return 0.0 unless the value is over 0.5, // in that case it will return 1.0 float y = step(0.5,st.x); 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); }