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26 lines
674 B
GLSL
26 lines
674 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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float stroke(in float x_coor, float s, float width){
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float d = step(s,x_coor+width*.5)-step(s,x_coor-width*.5);
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return clamp(d, 0.,1.);
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}
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void main() {
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vec2 st = gl_FragCoord.xy/u_resolution;
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vec3 color = vec3(0.0,0.0,0.0);
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float alpha = 1.0;
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vec2 centre = vec2(.5);
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// this was my original solution, going to look over the stroke version on the card now
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//color += step(.25, distance(centre, st))-step(.27, distance(centre, st));
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color += stroke(length(st-.5)*2.,.5,.05);
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gl_FragColor = vec4(color, alpha);
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}
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