#ifdef GL_ES precision mediump float; #endif uniform vec2 u_resolution; uniform vec2 u_mouse; uniform float u_time; #define PI 3.14159265359 float rectSDF(vec2 st, vec2 s) { st = st*2.-1.; return max(abs(st.x/s.x),abs(st.y/s.y)); } float stroke(in float x_coor, float s, float width){ float d = step(s,x_coor+width*.5)-step(s,x_coor-width*.5); return clamp(d, 0.,1.); } float fill(float x, float size) { return 1.-step(size, x); } void main() { vec2 st = gl_FragCoord.xy/u_resolution; vec3 color = vec3(0.0,0.0,0.0); float alpha = 1.0; float sdf = rectSDF(st, vec2(1.)); color += stroke(sdf,.5,.125); color += fill(sdf,.1); gl_FragColor = vec4(color, alpha); }