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26 lines
677 B
GLSL
26 lines
677 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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// original test used 4. for test. It's also responsible for changing the radius, it seems anything under 1 is larger than the screen when using a radius of .9
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float circle(in vec2 _st, in float _radius, in float test){
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vec2 dist = _st-vec2(0.5);
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return 1.-smoothstep(_radius-(_radius*.01),_radius+(_radius*.01),
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dot(dist,dist)*test);
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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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vec3 color = vec3(0.0,0.0,0.0);
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color = vec3(circle(st,0.001, 4.0));
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gl_FragColor = vec4(color, 1.0);
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}
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