#ifdef GL_ES precision mediump float; #endif uniform vec2 u_resolution; uniform vec2 u_mouse; uniform float u_time; #define PI 3.14159265359 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; vec2 centre = vec2(.5); // this was my original solution, going to look over the stroke version on the card now //color += step(.25, distance(centre, st))-step(.27, distance(centre, st)); color += stroke(length(st-.5)*2.,.5,.05); gl_FragColor = vec4(color, alpha); }