#ifdef GL_ES precision mediump float; #endif uniform vec2 u_resolution; uniform vec2 u_mouse; uniform float u_time; #define PI 3.14159265359 float circle(in vec2 st, in float radius){ vec2 dist = st-vec2(.5); return 1.-smoothstep(radius-(radius*.01), radius+(radius*.01), dot(dist,dist)*4.); } void main() { vec2 st = gl_FragCoord.xy/u_resolution; st.x *= u_resolution.x/u_resolution.y; vec3 color = vec3(1.0); float alpha = 0.; float d = 0.0; // remaps space to -1 1 st = st *2.-1.; d = length(abs(st)-.3); gl_FragColor = vec4(color, alpha); }