#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)); } float crossSDF(vec2 st, float s) { vec2 size = vec2(.25, s); float rect1 = max(abs(st.x/size.x),abs(st.y/size.y)); float rect2 = max(abs(st.x/size.y),abs(st.y/size.x)); return min(rect1,rect2); } float fill(float x, float size) { return 1.-step(size, x); } 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; vec2 translate = vec2(0.,sin(u_time)); st += translate*.35; color = vec3(st.x,st.y,.0); color += fill(crossSDF(st,1.),.2+(cos(u_time*2.)*.1)); gl_FragColor = vec4(color, alpha); }