Files
shaders/experiments/test/main.frag

32 lines
787 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
const vec3 uAColor = vec3(.5,.5,.5);
const vec3 uBColor = vec3(.5,.5,.5);
const vec3 uCColor = vec3(1.,1.,1.);
const vec3 uDColor = vec3(.0,.33,.67);
//get colors from http://dev.thi.ng/gradients/
vec3 cosPalette(float t) { return uAColor + uBColor*cos(6.28318*(uCColor*t+uDColor)); }
float circleSDF(vec2 st) { return length(st-.5)*2.; }
void main() {
vec2 st = gl_FragCoord.xy/u_resolution;
vec3 color = vec3(.0,.0,.0);
float alpha = 1.0;
float circle = length(st-.5)*2.;
float s = u_time/8.;
float f_circle = fract((circle-s)*5.);
//color += f_circle;
color += step(.5,f_circle);
gl_FragColor = vec4(color, alpha);
}