#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 circleSDF(vec2 st) { return length(st-.5)*2.; } float vesicaSDF(vec2 st, float w) { vec2 offset = vec2(w*.5,.0); return max(circleSDF(st-offset), circleSDF(st+offset)); } float fill(float x, float size) { return 1.-step(size, x); } float flip(float v, float pct) { return mix(v, 1.-v, pct); } void main() { vec2 st = gl_FragCoord.xy/u_resolution; vec3 color = vec3(0.0,0.0,0.0); float alpha = 1.0; float ves = fill(vesicaSDF(st, .5),.8); float lower = step((st.x+st.y)/2.,.5); color += flip(ves, lower); gl_FragColor = vec4(color, alpha); }