// Author @patriciogv - 2015 // http://patriciogonzalezvivo.com #ifdef GL_ES precision mediump float; #endif #define PI 3.14159265358979323846 #define TWO_PI 6.28318530717958647693 uniform vec2 u_resolution; uniform float u_time; // Based on https://www.shadertoy.com/view/4sSSzG float triangle (vec2 _st, vec2 _p0, vec2 _p1, vec2 _p2, float _smoothness){ vec3 e0, e1, e2; e0.xy = normalize(_p1 - _p0).yx * vec2(+1.0, -1.0); e1.xy = normalize(_p2 - _p1).yx * vec2(+1.0, -1.0); e2.xy = normalize(_p0 - _p2).yx * vec2(+1.0, -1.0); e0.z = dot(e0.xy, _p0) - _smoothness; e1.z = dot(e1.xy, _p1) - _smoothness; e2.z = dot(e2.xy, _p2) - _smoothness; float a = max(0.0, dot(e0.xy, _st) - e0.z); float b = max(0.0, dot(e1.xy, _st) - e1.z); float c = max(0.0, dot(e2.xy, _st) - e2.z); return smoothstep(_smoothness * 2.0, 1e-7, length(vec3(a, b, c))); } void main(){ vec2 st = gl_FragCoord.xy/u_resolution.xy; vec3 color = vec3( triangle(st, vec2(0.0,0.15), vec2(1.0,0.15), vec2(0.5,0.88), 0.001) ); gl_FragColor = vec4(color,1.0); }