#ifdef GL_ES precision mediump float; #endif uniform vec2 u_resolution; uniform vec2 u_mouse; uniform float u_time; // 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 y = pcurve(st.x,3.0,1.0); 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); }