#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 triSDF(vec2 st) { st = (st*2.-1.)*2.; return max(abs(st.x)*.866025+st.y*.5,-st.y*.5); } 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 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; float circle = circleSDF(st-vec2(.0,.1)); float triangle = triSDF(st+vec2(.0,.1)); color += stroke(circle,.45,.1); //good way to disable colors in a space. since mult 1. gives the og value but mult .0 sets to 0 color *= step(.55,triangle); color += fill(triangle,.45); gl_FragColor = vec4(color, alpha); }