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shaders/learning/PixelSpirit/strength.frag

21 lines
526 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;
float deviation = .25;
//idk why but i've never considered using cos or sin on anything else then u_time, but this is really interesting and something i definetly overlooked
color += step(.5+(cos(st.y*PI)*deviation),st.x);
gl_FragColor = vec4(color, alpha);
}