mirror of
https://github.com/bvanroll/shaders.git
synced 2025-08-28 19:42:49 +00:00
33 lines
854 B
GLSL
33 lines
854 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
|
|
|
|
|
|
// Plot a line on Y using a value between 0.0-1.0
|
|
float plot(vec2 st, float pct) {
|
|
return smoothstep( pct-0.02, pct, st.y) - smoothstep( pct, pct+0.02, st.y);
|
|
}
|
|
|
|
void main() {
|
|
vec2 st = gl_FragCoord.xy/u_resolution;
|
|
// float y = pow(st.x, 2.0);
|
|
// float y = pow(st.x, PI);
|
|
// float y = sqrt(st.x);
|
|
// float y = step(0.5, st.x);
|
|
// float y = smoothstep(0.3,0.9,st.x);
|
|
// this code creates a smooth gradient for a line edge from 0.4 to 0.5 and 0.5 to 0.6 since it's only checking the x coors
|
|
float y = smoothstep(0.4,0.5,st.x) - smoothstep(0.5,0.6,st.x);
|
|
vec3 color = vec3(y);
|
|
|
|
float pct = plot(st,y);
|
|
color = (1.0-pct)*color+pct*vec3(0.0,1.0,0.0);
|
|
|
|
gl_FragColor = vec4(color, 1.0);
|
|
}
|