#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 starSDF(vec2 st, int V, float s) { st = st*4.-2.; float a = atan(st.y, st.x)/(2.*PI); float seg = a * float(V); a = ((floor(seg) + .5)/float(V)+mix(s,-s,step(.5,fract(seg))))*(2.*PI); return abs(dot(vec2(cos(a),sin(a)),st)); } 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.); } float circleSDF(vec2 st) { return length(st-.5)*2.; } void main() { vec2 st = gl_FragCoord.xy/u_resolution; vec3 color = vec3(0.0,0.0,0.0); float alpha = 1.0; color += stroke(circleSDF(st),.8,.05); st.y = 1.-st.y; float s = starSDF(st.yx,5,.1); color *= step(.7,s); color += stroke(s,.4,.1); gl_FragColor = vec4(color, alpha); }