#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); } float circleSDF(vec2 st) { return length(st); } void main() { vec2 st = (gl_FragCoord.xy*2. - u_resolution.xy)/u_resolution.y; vec3 color = vec3(0.0,0.0,0.0); float alpha = 1.0; float sp = u_time/8.; float m = step(mod(sp*10.,2.),1.); vec2 st2 = st; //vec2 st2 = fract(st*10.)-.5; vec2 u = vec2(1.); u.x = step(mod(st2.y*10.,2.),1.)*2.-1.; u.y = step(mod(st2.x*10.,2.),1.)*2.-1.; st2.x += u.x*fract(sp*m); st2.y += u.y*fract(sp*(1.-m)); st2 = fract(st2*10.)-.5; st2 *= 2.; float circle = (circleSDF(st2)); float circle2 = (circle); color += fill(circle,.2); color += fill(min(circle,circle2),.5); gl_FragColor = vec4(color, alpha); }