mirror of
https://github.com/bvanroll/shaders.git
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42 lines
1.0 KiB
GLSL
42 lines
1.0 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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const vec3 uAColor = vec3(.5,.5,.5);
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const vec3 uBColor = vec3(.5,.5,.5);
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const vec3 uCColor = vec3(1.,1.,1.);
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const vec3 uDColor = vec3(.0,.33,.67);
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//get colors from http://dev.thi.ng/gradients/
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vec3 cosPalette(float t) { return uAColor + uBColor*cos(6.28318*(uCColor*t+uDColor)); }
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float rand(vec2 st) {
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return fract(sin(dot(st, vec2(323.*sin(u_time), 3.*cos(u_time+u_time/3.))))/cos(2.*u_time));
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}
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float fill(float x, float size) { return 1.-step(size, x); }
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float circleSDF(vec2 st) { return length(st); }
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void main() {
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vec2 st = (gl_FragCoord.xy*2. - u_resolution.xy)/u_resolution.y;
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vec2 stm = (u_mouse*2. - u_resolution.xy)/u_resolution.y;
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float rng = rand(fract(st * 10999.));
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vec3 color = vec3(0.0,0.0,0.0);
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float alpha = 1.0;
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float c = circleSDF(st-stm);
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color += cosPalette(fill(c, .2)*rng+rng*.05);
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gl_FragColor = vec4(color, alpha);
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}
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