#ifdef GL_ES precision mediump float; #endif uniform vec2 u_resolution; uniform vec2 u_mouse; uniform float u_time; #define PI 3.14159265359 // original test used 4. for test. It's also responsible for changing the radius, it seems anything under 1 is larger than the screen when using a radius of .9 float circle(in vec2 _st, in float _radius, in float test){ vec2 dist = _st-vec2(0.5); return 1.-smoothstep(_radius-(_radius*.01),_radius+(_radius*.01), dot(dist,dist)*test); } void main() { vec2 st = gl_FragCoord.xy/u_resolution; vec3 color = vec3(0.0,0.0,0.0); color = vec3(circle(st,0.001, 4.0)); gl_FragColor = vec4(color, 1.0); }