vec3 circle(in vec2 _st, in float _radius, vec3 color){ vec2 dist = _st-vec2(0.5); return color-smoothstep(_radius-(_radius*0.02), _radius+(_radius*0.02), dot(dist,dist)*4.0); } // Inspired by (but modified) // http://thndl.com/square-shaped-shaders.html #define TAU 6.28318530718 vec3 polygon(int n, float size, vec2 pos, vec3 color, float rot) { float e = 0.01; vec2 st = gl_FragCoord.xy/u_resolution.xy; st.x *= u_resolution.x/u_resolution.y; st = (st-pos)*2.; float a = atan(st.x,st.y)+rot; float r = TAU/float(n); float d = cos(floor(.5+a/r)*r-a)*length(st); return color-smoothstep(size-e,size+e,d); }