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32 lines
624 B
GLSL
32 lines
624 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 circle(in vec2 st, in float radius){
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vec2 dist = st-vec2(.5);
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return 1.-smoothstep(radius-(radius*.01),
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radius+(radius*.01),
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dot(dist,dist)*4.);
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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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st.x *= u_resolution.x/u_resolution.y;
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vec3 color = vec3(1.0);
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float alpha = 0.;
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float d = 0.0;
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// remaps space to -1 1
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st = st *2.-1.;
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d = length(abs(st)-.3);
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gl_FragColor = vec4(color, alpha);
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}
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