#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); const vec3 uBColor = vec3(.5); const vec3 uCColor = vec3(1.); const vec3 uDColor = vec3(.3,.2,.2); //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.; } float fill(float x, float size) { return 1.-step(size, x); } void main() { vec2 st = gl_FragCoord.xy/u_resolution; float col = 0.0; vec2 l = vec2(.5,.5)-(u_mouse/u_resolution); l = l*.1; float alpha = 1.0; float dots = 1.; float dotsize = .7; vec2 off = vec2(.1,.1); float movemod = sin(u_time)/2.+1.; col += fill(circleSDF(fract(st*dots)+l+movemod),dotsize)/4.; for (int i = 0; i < 4; i++) { vec2 off1 = off * vec2(-1,1); vec2 off2 = off * vec2(1,-1); vec2 off3 = off * vec2(1,1); vec2 off4 = off * vec2(-1,-1); col += fill(circleSDF(fract(st*dots)+off1+l+movemod),dotsize)/4.; col += fill(circleSDF(fract(st*dots)+off2+l),dotsize)/4.; col += fill(circleSDF(fract(st*dots)+off3+l),dotsize)/4.; col += fill(circleSDF(fract(st*dots)+off4+l),dotsize)/4.; //col += fill(circleSDF(fract(st*dots + l*.9+off)*.3), dotsize); off += vec2(.1,.1); } vec3 color = cosPalette(col); gl_FragColor = vec4(color, alpha); }