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- #version 300 es
- #ifdef GL_ES
- precision mediump float;
- #endif
- uniform vec2 u_resolution;
- uniform float u_time;
- out vec4 outColor;
- float rectShape(vec2 position, vec2 scale) {
- scale = vec2(0.5) - scale * 0.5;
- vec2 shaper = vec2(step(scale.x, position.x), step(scale.y, position.y));
- shaper *= vec2(step(scale.x, 1.0 - position.x), step(scale.y, 1.0 - position.y));
- return shaper.x * shaper.y;
- }
- mat2 rotate(float angle) {
- return mat2(cos(angle), - sin(angle), sin(angle), cos(angle));
- }
- void main() {
- vec2 coord = gl_FragCoord.xy / u_resolution.x;
- vec3 color = vec3(0.0);
- coord -= vec2(0.5);
- coord = rotate(0.5 * sin(u_time)) * coord;
- coord += vec2(0.5);
- color += vec3(rectShape(coord, vec2(0.3, 0.3)));
- outColor = vec4(color, 1.0);
- }
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