#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 circleSDF(vec2 st) { return length(st-.5)*2.; } void main() { vec2 st = gl_FragCoord.xy/u_resolution; vec3 color = vec3(.0,.0,.0); float alpha = 1.0; float circle = length(st-.5)*2.; float s = u_time/8.; float f_circle = fract((circle-s)*5.); //color += f_circle; color += step(.5,f_circle); gl_FragColor = vec4(color, alpha); }