#ifdef GL_ES precision mediump float; #endif uniform vec2 u_resolution; uniform vec2 u_mouse; uniform float u_time; #define PI 3.14159265359 float circleSDF(vec2 st) { return length(st-.5)*2.; } 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; color += fill(circleSDF(st),.65); vec2 offset = vec2(.1,.05); color -= fill(circleSDF(st-offset),.5); gl_FragColor = vec4(color, alpha); }