mirror of
https://github.com/patriciogonzalezvivo/thebookofshaders
synced 2024-11-01 21:40:27 +00:00
38 lines
993 B
GLSL
38 lines
993 B
GLSL
// Author @patriciogv - 2015
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// http://patriciogonzalezvivo.com
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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 vec2 u_mouse;
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uniform float u_time;
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float plot (float y, float pct){
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return smoothstep( pct-0.01, pct, y) -
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smoothstep( pct, pct+0.01, y);
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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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st.y *= u_resolution.y/u_resolution.x;
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vec3 color = vec3(.0);
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float pct = .0;
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float shape = 1.0-distance(st*vec2(1.,2.)-vec2(0.,.5),vec2(.5));
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pct = shape;
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pct = min(pct, distance(st,vec2(0.5,0.76))*10.);
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pct = min(pct, distance(st,vec2(0.36,0.71))*5.);
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pct = min(pct, distance(st,vec2(0.64,0.71))*5.);
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pct = min(pct, distance(st,vec2(0.36,0.20))*4.*pow(1.-st.y,shape*1.1));
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pct = min(pct, distance(st,vec2(0.64,0.20))*4.*pow(1.-st.y,shape*1.1));
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color = vec3(pct);
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color += vec3(1.,1.,.0)*plot(pct,0.5+smoothstep(-1.,2.,sin(u_time))*.1);
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gl_FragColor = vec4( color, 1.0 );
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} |