#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)); } void main() { vec2 st = gl_FragCoord.xy/u_resolution; st.x *= u_resolution.x/u_resolution.y; vec3 color = vec3(0.0,0.0,0.0); float alpha = 1.0; float d = 0.; //remaps to -1 - 1; st = st*2.-1.; d = length(abs(st)-.3); d = length(min(abs(st)-.3,0.)); d = length(max(abs(st)-.3,0.)); //color += fract(d*10.); //color += vec3(step(.3,d)); //color += vec3(step(.3,d)*step(d,.4)); color += vec3(smoothstep(.3,.4,d)*smoothstep(.6,.5,d)); gl_FragColor = vec4(color, alpha); }