// Author @patriciogv - 2015 - patricio.io #ifdef GL_ES precision mediump float; #endif #define PI 3.1415926535897932384626433832795 uniform vec2 u_resolution; uniform vec2 u_mouse; uniform float u_time; vec2 wave(vec2 st, float freq) { st.y += cos(st.x*freq); return st; } vec2 zigzag(vec2 st, float freq) { st.y += mix(abs(floor(sin(st.x*3.1415))),abs(floor(sin((st.x+1.)*3.1415))),fract(st.x*freq)); return st; } float line(vec2 st, float width) { return step(width,1.0-smoothstep(.0,1.,abs(sin(st.y*PI)))); } void main(){ vec2 st = gl_FragCoord.xy/u_resolution.xy; st.x *= u_resolution.x/u_resolution.y; st *= 10.; st = wave(st, 3.); vec3 color = vec3(line(st,.5)); gl_FragColor = vec4(color, 1.0); }