#ifdef GL_ES precision mediump float; #endif uniform vec2 u_resolution; uniform vec2 u_mouse; uniform float u_time; #define PI 3.14159265359 void main() { vec2 st = gl_FragCoord.xy/u_resolution; vec3 color = vec3(0.0,0.0,0.0); //draw box //float left = step(0.1,st.x); // everything > 0.1 = 1.0 //float bottom = step(0.1,st.y); // everything > 0.1 = 1.0 //float right = 1.0-step(0.9,st.x); //float top = 1.0-step(0.9,st.y); //color = vec3(left*bottom*top*right); vec2 bottom_left = step(vec2(0.1),st); // does the same as previous code but passes vec2's to get both vec2 top_right = vec2(1.0)-step(vec2(0.9),st); color = vec3(bottom_left.x * bottom_left.y * top_right.x * top_right.y); gl_FragColor = vec4(color, 1.0); }