#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); float pct = distance(gl_FragCoord.xy, (vec2(0.5)*u_resolution)) // find a way to make this a circle even when non 1:1 aspect ratio vec3 color = vec3(pct); gl_FragColor = vec4(color, 1.0); }