mirror of
https://github.com/patriciogonzalezvivo/thebookofshaders
synced 2024-11-15 18:13:59 +00:00
33 lines
664 B
GLSL
33 lines
664 B
GLSL
// Author @patriciogv - 2015
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#ifdef GL_ES
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precision mediump float;
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#endif
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uniform vec2 u_resolution;
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uniform float u_time;
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float circle(in vec2 _st, in float _radius){
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vec2 l = _st-vec2(0.5);
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return 1.-smoothstep(_radius-(_radius*0.01),
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_radius+(_radius*0.01),
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dot(l,l)*4.0);
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}
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void main() {
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vec2 st = gl_FragCoord.xy/u_resolution;
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vec3 color = vec3(0.0);
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st *= 3.0; // Scale up the space by 3
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st = fract(st); // Wrap arround 1.0
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// Now we have 3 spaces that goes from 0-1
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color = vec3(st,0.0);
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//color = vec3(circle(st,0.5));
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gl_FragColor = vec4(color,1.0);
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}
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