thebookofshaders/05/smoothstep.frag
Patricio Gonzalez Vivo 30dae04fd8 first coomit
2015-03-15 11:21:47 -04:00

28 lines
579 B
GLSL

#ifdef GL_ES
precision mediump float;
#endif
#define PI 3.14159265359
uniform vec2 u_resolution;
uniform vec2 u_mouse;
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;
// Everthins is over 0.5 will be 1.0 the rest 0.0
float y = smoothstep(0.1,0.9,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);
}