#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 rectSDF(vec2 st, vec2 s) { st = st*2.-1.; return max(abs(st.x/s.x),abs(st.y/s.y)); } float crossSDF(vec2 st, float s) { vec2 size = vec2(.25, s); return min(rectSDF(st,size.xy),rectSDF(st,size.yx)); } float fill(float x, float size) { return 1.-step(size, x); } 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.); } void main() { vec2 st = gl_FragCoord.xy/u_resolution; vec3 color = vec3(0.0,0.0,0.0); float alpha = 1.0; float rect = rectSDF(st,vec2(1.)); color += fill(rect,.5); float cross = crossSDF(st,1.); //i don't understand what happens here //it has to be fract causing this to look like that color *= step(.5,fract(cross*4.)); color *= step(1.,cross); color += fill(cross,.5); color += stroke(rect,.65,.05); color += stroke(rect,.75,.025); gl_FragColor = vec4(color, alpha); }