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gevonden :)
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@@ -11,8 +11,14 @@ 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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// vec3 color = vec3(0.0,0.0,0.0);
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float pct = distance(gl_FragCoord.xy, (vec2(0.5)*u_resolution)) // find a way to make this a circle even when non 1:1 aspect ratio
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vec3 color = vec3(pct);
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gl_FragColor = vec4(color, 1.0);
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// find a way to make this a circle even when non 1:1 aspect ratio
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// i found something, although i cannot say with full competence it works 100%
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//float variable = sqrt((u_resolution.x * u_resolution.x) + (u_resolution.y * u_resolution.y));
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//float variable = (u_resolution.x + u_resolution.y)/((sin(u_time) + 1.0) / 2.0);
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float variable = ((u_resolution.x + u_resolution.y)*5.0)/7.0;
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float pct = distance(gl_FragCoord.xy, (vec2(0.5)*u_resolution)) / variable;
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vec3 color = vec3(1.0-step(0.1,pct));
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//vec3 color = vec3(pct);
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float test = 1.0;
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gl_FragColor = vec4(color, test);
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}
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