#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 rand(vec2 st) { return fract(sin(dot(st, vec2(323.*sin(u_time), 3.*cos(u_time+u_time/3.))))/cos(2.*u_time)); } float fill(float x, float size) { return 1.-step(size, x); } float circleSDF(vec2 st) { return length(st); } void main() { vec2 st = (gl_FragCoord.xy*2. - u_resolution.xy)/u_resolution.y; vec2 stm = (u_mouse*2. - u_resolution.xy)/u_resolution.y; float rng = rand(fract(st * 10999.)); vec3 color = vec3(0.0,0.0,0.0); float alpha = 1.0; float c = circleSDF(st-stm); color += cosPalette(fill(c, .2)*rng+rng*.05); gl_FragColor = vec4(color, alpha); }