#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 fill(float x, float size) { return 1.-step(size, x); } //wtf even float triSDF(vec2 st) { st = (st*2.-1.)*2.; return max(abs(st.x)*.866025+st.y*.5,-st.y*.5); } void main() { vec2 st = gl_FragCoord.xy/u_resolution; vec3 color = vec3(0.0,0.0,0.0); float alpha = 1.0; st.y = 1.-st.y; vec2 ts = vec2(st.x,.82-st.y); color += fill(triSDF(st), .7); color -= fill(triSDF(ts), .36); gl_FragColor = vec4(color, alpha); }