#ifdef GL_ES precision mediump float; #endif uniform vec2 u_resolution; uniform vec2 u_mouse; uniform float u_time; #define PI 3.14159265359 // Plot a line on Y using a value between 0.0-1.0 float plot(vec2 st, float pct) { return smoothstep( pct-0.02, pct, st.y) - smoothstep( pct, pct+0.02, st.y); } void main() { vec2 st = gl_FragCoord.xy/u_resolution; // float y = pow(st.x, 2.0); // float y = pow(st.x, PI); // float y = sqrt(st.x); // float y = step(0.5, st.x); // float y = smoothstep(0.3,0.9,st.x); // this code creates a smooth gradient for a line edge from 0.4 to 0.5 and 0.5 to 0.6 since it's only checking the x coors float y = smoothstep(0.4,0.5,st.x) - smoothstep(0.5,0.6,st.x); vec3 color = vec3(y); float pct = plot(st,y); color = (1.0-pct)*color+pct*vec3(0.0,1.0,0.0); gl_FragColor = vec4(color, 1.0); }