mirror of
https://github.com/bvanroll/shaders.git
synced 2025-08-29 20:12:48 +00:00
46 lines
1.4 KiB
GLSL
46 lines
1.4 KiB
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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vec2 getSmooths(float size, float center) {
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vec2 st = gl_FragCoord.xy/u_resolution;
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return vec2(smoothstep(center - size, center, st.x) - smoothstep(center, center+size, st.x), smoothstep(center - size, center, st.y) - smoothstep(center, center+size, st.y));
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}
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vec3 gradient_spot(float center, float radius) {
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float r_size = radius/3.0;
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float g_size = r_size*2.0;
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float b_size = radius;
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vec2 r = getSmooths(r_size, center);
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vec2 g = getSmooths(g_size, center);
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vec2 b = getSmooths(b_size, center);
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vec3 y = vec3(r.y - r.x, g.y-g.x, b.y-b.x);
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return y;
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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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// float y = pow(st.x, 2.0);
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// float y = pow(st.x, PI);
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// float y = sqrt(st.x);
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// float y = step(0.5, st.x);
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// float y = smoothstep(0.3,0.9,st.x);
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// this code creates a smooth gradient for a line edge from 0.4 to 0.5 and 0.5 to 0.6 since it's only checking the x coors
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// float y = smoothstep(0.4,0.5,st.x) - smoothstep(0.5,0.6,st.x);
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//vec3 color = vec3(y);
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//float pct = plot(st,y);
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//color = (1.0-pct)*color+pct*vec3(0.0,1.0,0.0);
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float center = (sin(u_time) + 1.0)/2.0;
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float radius = (cos(u_time) + 1.0) * 0.3;
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vec3 color = gradient_spot(center, radius);
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gl_FragColor = vec4(color, 1.0);
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}
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