#ifdef GL_ES precision mediump float; #endif uniform vec2 u_resolution; uniform float u_time; #define PI 3.14159265358979323846 vec2 rotate2D(vec2 _st, float _angle){ _st -= 0.5; _st = mat2(cos(_angle),-sin(_angle), sin(_angle),cos(_angle)) * _st; _st += 0.5; return _st; } vec2 tile(vec2 _st, float _zoom){ _st *= _zoom; return fract(_st); } vec2 get_st() { return gl_FragCoord.xy/min(u_resolution.x, u_resolution.y); } vec3 line(float width, float angle, vec3 color, vec2 st) { float e = 0.003; st -= vec2(0.5); st *= rotate2D(st, angle); return color*((smoothstep(-e-width/2., 0.-width/2., st.x)-smoothstep(0.+width/2., e+width/2., st.x))); } void main() { vec2 st = gl_FragCoord.xy/u_resolution.xy; vec3 color = vec3(0.5); color += line(0.2, PI, vec3(0.1,0.,0.),st+0.2); color += line(.02, 2./PI, vec3(0.9), st); gl_FragColor = vec4(color, 1.0); }