mirror of
https://github.com/patriciogonzalezvivo/thebookofshaders
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32 lines
710 B
GLSL
32 lines
710 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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void main(){
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vec2 st = gl_FragCoord.xy/u_resolution;
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float pct = 0.0;
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// a. The DISTANCE from the pixel to the center
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pct = distance(st,vec2(0.5));
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// b. The LENGTH of the vector
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// from the pixel to the center
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// vec2 toCenter = vec2(0.5)-st;
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// pct = length(toCenter);
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// c. The SQUARE ROOT of the vector
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// from the pixel to the center
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// vec2 tC = vec2(0.5)-st;
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// pct = sqrt(tC.x*tC.x+tC.y*tC.y);
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vec3 color = vec3(pct);
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gl_FragColor = vec4( color, 1.0 );
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} |