// Author @patriciogv - 2015 // http://patriciogonzalezvivo.com #ifdef GL_ES precision mediump float; #endif uniform vec2 u_resolution; uniform vec2 u_mouse; 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); }