#ifdef GL_ES precision mediump float; #endif uniform vec2 u_resolution; uniform vec2 u_mouse; uniform float u_time; #define PI 3.14159265359 const vec3 uAColor = vec3(.5,.5,.5); const vec3 uBColor = vec3(.5,.5,.5); const vec3 uCColor = vec3(1.,1.,1.); const vec3 uDColor = vec3(.0,.33,.67); //get colors from http://dev.thi.ng/gradients/ vec3 cosPalette(float t) { return uAColor + uBColor*cos(6.28318*(uCColor*t+uDColor)); } vec2 rotate(vec2 st, float a) { st = mat2(cos(a),-sin(a),sin(a),cos(a))*(st); return st; } vec2 scale(vec2 st, vec2 scale) { return mat2(scale.x,.0,.0,scale.y)*st; } float fill(float x, float size) { return 1.-step(size, x); } float crossSDF(vec2 st, float s) { vec2 size = vec2(.25, s); float a = max(abs(st.x/size.x),abs(st.y/size.y)); float b = max(abs(st.x/size.y),abs(st.y/size.x)); return min(a,b); } void main() { vec2 st = gl_FragCoord.xy/u_resolution; st.x *= u_resolution.x/u_resolution.y; st = (st-.5)*2.; vec3 color = vec3(0.0,0.0,0.0); float alpha = 1.0; st += vec2(sin(u_time),cos(u_time))*.35; st = scale(st, vec2(sin(u_time),sin(u_time))); st = rotate(st,sin(u_time)); float c = crossSDF(st,1.); color = vec3(st.x,st.y,.0); color += fill(c,.2); gl_FragColor = vec4(color, alpha); }