miyagi2.frag (481B)
1 #ifdef GL_ES 2 precision mediump float; 3 #endif 4 5 #define PI 3.14159265359 6 7 uniform vec2 u_resolution; 8 uniform vec2 u_mouse; 9 uniform float u_time; 10 11 void main() { 12 vec2 st = gl_FragCoord.xy / u_resolution; 13 14 float y = (sin(st.x * PI / 2.0 + (u_time * 1.5)) / 2.0) + 0.5; 15 16 vec3 color = vec3(y); 17 float pct = smoothstep(y - 0.02, y, st.y) - smoothstep(y, y + 0.02, st.y); 18 19 color = (1.0 - pct) * color + pct * vec3(1.0, 0.0, 1.0); 20 21 gl_FragColor = vec4(color, 1.0); 22 } 23