mirror of
https://github.com/patriciogonzalezvivo/thebookofshaders
synced 2024-11-01 21:40:27 +00:00
32 lines
722 B
GLSL
32 lines
722 B
GLSL
#ifdef GL_ES
|
|
precision mediump float;
|
|
#endif
|
|
|
|
uniform vec2 u_resolution;
|
|
uniform vec2 u_mouse;
|
|
uniform float u_time;
|
|
|
|
// Function from Iñigo 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);
|
|
} |