thebookofshaders/05/step.frag
Patricio Gonzalez Vivo b003f30bb7 fixing typos on comments
2015-03-15 12:03:03 -04:00

28 lines
590 B
GLSL

#ifdef GL_ES
precision mediump float;
#endif
#define PI 3.14159265359
uniform vec2 u_resolution;
uniform float u_time;
float plot(vec2 _st, float _pct){
return smoothstep( _pct-0.01, _pct, _st.y) -
smoothstep( _pct, _pct+0.01, _st.y);
}
void main() {
vec2 st = gl_FragCoord.xy/u_resolution;
// Step will return 0.0 unless the value is over 0.5,
// in that case it will return 1.0
float y = step(0.5,st.x);
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);
}