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32 lines
787 B
GLSL
32 lines
787 B
GLSL
#ifdef GL_ES
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precision mediump float;
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#endif
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uniform vec2 u_resolution;
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uniform vec2 u_mouse;
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uniform float u_time;
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#define PI 3.14159265359
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const vec3 uAColor = vec3(.5,.5,.5);
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const vec3 uBColor = vec3(.5,.5,.5);
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const vec3 uCColor = vec3(1.,1.,1.);
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const vec3 uDColor = vec3(.0,.33,.67);
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//get colors from http://dev.thi.ng/gradients/
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vec3 cosPalette(float t) { return uAColor + uBColor*cos(6.28318*(uCColor*t+uDColor)); }
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float circleSDF(vec2 st) { return length(st-.5)*2.; }
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void main() {
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vec2 st = gl_FragCoord.xy/u_resolution;
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vec3 color = vec3(.0,.0,.0);
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float alpha = 1.0;
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float circle = length(st-.5)*2.;
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float s = u_time/8.;
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float f_circle = fract((circle-s)*5.);
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//color += f_circle;
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color += step(.5,f_circle);
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gl_FragColor = vec4(color, alpha);
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}
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