Files
shaders/learning/PixelSpirit/the_hanged_man.frag

25 lines
516 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;
color += stroke((st.x+st.y)*.5, .5, .1)+stroke(.5+(st.x-st.y)*.5,.5,.1);
gl_FragColor = vec4(color, alpha);
}