#ifdef GL_ES precision mediump float; #endif uniform vec2 u_resolution; uniform vec2 u_mouse; uniform float u_time; float line( vec2 _st, vec2 _p1, vec2 _p2, float _width, float _spread){ _width = 1.0 / _width; vec2 p2p1 = _p1 - _p2; vec2 p1p2 = -(p2p1); vec2 p2p = _st - _p2; vec2 p1p = _st - _p1; vec2 pp1 = -(p1p); vec2 pd = normalize(vec2(p2p1.y, -p2p1.x)); float proj = dot(pd, pp1); float pr1 = dot(p2p1, p2p); float pr2 = dot(p1p2, p1p); if(pr1 > 0.0 && pr2 > 0.0) { return pow(1.0 / abs(proj * _width), _spread); } else { return 0.0; } } void main(){ vec2 st = gl_FragCoord.xy/u_resolution.xy; vec3 color = vec3( line(st, vec2(0.1), vec2(0.9), 0.005, 3.0) ); gl_FragColor = vec4(color,1.0); }