#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)); } vec2 rotate(vec2 st, float a) { st = mat2(cos(a),-sin(a),sin(a),cos(a))*(st-.5); return st+.5; } float triSDF(vec2 st) { st = (st*2.-1.)*2.; return max(abs(st.x)*.866025+st.y*.5,-st.y*.5); } 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; st = rotate(st, radians(-25.)); float sdf = triSDF(st); //why does dividing the triangle with a larger triangle create a smaller black triangle area at the bottom? sdf /= triSDF(st+vec2(.0,.2)); color += sdf; //fill(abs(sdf),.56); gl_FragColor = vec4(color, alpha); }