22 lines
474 B
GLSL
22 lines
474 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 float u_time;
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void main() {
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vec2 st = gl_FragCoord.xy/u_resolution.xy;
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vec3 sun = vec3(1.0*abs(sin(u_time)), .0, 0.4*abs(cos(u_time)));
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vec3 pct = vec3(st.x);
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vec3 color = sun;
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color *= vec3(step(0.4, st.y));
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if (step(0.4, st.y)<1.0) {
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color = sun * vec3(smoothstep(0.2, 0.4, st.y));
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color += vec3(0.3,0.2,0.9);
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}
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gl_FragColor = vec4(color,1.0);
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}
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