#ifdef GL_ES precision mediump float; #endif uniform vec2 u_resolution; uniform vec2 u_mouse; uniform float u_time; #define PI 3.14159265359 float squigly_line(in float midpoint, in float deviation, in vec2 st) { return step(midpoint+(cos(st.y*PI)*deviation),st.x)-step(midpoint+deviation+(cos(st.y*PI)*deviation),st.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 dev = .1; // stagger for .3 .5 and .7, since we don't want any chance of deviation overlap //color += squigly_line(.3, dev, st) + squigly_line(.5,dev,st)+squigly_line(.7,dev,st); // after finishing the high priestess decided to come back to this one and try using the stroke function again. float c = cos(st.y*PI)*dev; color += stroke(st.x,.35+c,.1)+stroke(st.x,.5+c,.1)+stroke(st.x,.65+c,.1);; gl_FragColor = vec4(color, alpha); }