#ifdef GL_ES precision mediump float; #endif uniform vec2 u_resolution; uniform float u_time; vec3 rgb2hsb( in vec3 c ){ vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g)); vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r)); float d = q.x - min(q.w, q.y); float e = 1.0e-10; return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); } // Function from IƱigo Quiles // https://www.shadertoy.com/view/MsS3Wc vec3 hsb2rgb( in vec3 c ){ vec3 rgb = clamp(abs(mod(c.x*6.0+vec3(0.0,4.0,2.0), 6.0)-3.0)-1.0, 0.0, 1.0 ); rgb = rgb*rgb*(3.0-2.0*rgb); return c.z * mix(vec3(1.0), rgb, c.y); } void main(){ vec2 st = gl_FragCoord.xy/u_resolution; vec3 color = vec3(0.0); // We map x (0.0 - 1.0) to the hue (0.0 - 1.0) // And the y (0.0 - 1.0) to the brightness color = hsb2rgb(vec3(st.x,1.0,st.y)); gl_FragColor = vec4(color,1.0); }