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shaders/learning/PixelSpirit/death.frag

22 lines
430 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
void main() {
vec2 st = gl_FragCoord.xy/u_resolution;
vec3 color = vec3(0.0,0.0,0.0);
float alpha = 1.0;
// simple enough, basically adding together both coors and dividing by 2 (aka multing by .5)
color += step(.5,(st.x+st.y)*.5);
gl_FragColor = vec4(color, alpha);
}