#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); // find a way to make this a circle even when non 1:1 aspect ratio // i found something, although i cannot say with full competence it works 100% //float variable = sqrt((u_resolution.x * u_resolution.x) + (u_resolution.y * u_resolution.y)); //float variable = (u_resolution.x + u_resolution.y)/((sin(u_time) + 1.0) / 2.0); float variable = ((u_resolution.x + u_resolution.y)*5.0)/7.0; float pct = distance(gl_FragCoord.xy, (vec2(0.5)*u_resolution)) / variable; vec3 color = vec3(1.0-step(0.1,pct)); //vec3 color = vec3(pct); float test = 1.0; gl_FragColor = vec4(color, test); }