Files
shaders/learning/PixelSpirit/high_priestess.frag

26 lines
674 B
GLSL

#ifdef GL_ES
precision mediump float;
#endif
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
#define PI 3.14159265359
float stroke(in float x_coor, float s, float width){
float d = step(s,x_coor+width*.5)-step(s,x_coor-width*.5);
return clamp(d, 0.,1.);
}
void main() {
vec2 st = gl_FragCoord.xy/u_resolution;
vec3 color = vec3(0.0,0.0,0.0);
float alpha = 1.0;
vec2 centre = vec2(.5);
// this was my original solution, going to look over the stroke version on the card now
//color += step(.25, distance(centre, st))-step(.27, distance(centre, st));
color += stroke(length(st-.5)*2.,.5,.05);
gl_FragColor = vec4(color, alpha);
}