Created
June 28, 2017 16:27
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Draws a square in a fragment shader (unoptimized implementation).
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#ifdef GL_ES | |
precision mediump float; | |
#endif | |
uniform vec2 u_resolution; | |
uniform vec2 u_mouse; | |
uniform float u_time; | |
void main(){ | |
vec2 st = gl_FragCoord.xy/u_resolution.xy; | |
vec3 color = vec3(0.0); | |
float left = 1.0 - step(0.1,st.x) + step(0.2,st.x) + step(0.9,st.y) + 1.0-step(0.1,st.y); | |
float bottom = 1.0 - step(0.1,st.y) + step(0.2,st.y) + step(0.9,st.x) + 1.0-step(0.1,st.x); | |
float right = 1.0 - step(0.8,st.x) + step(0.9,st.x) + step(0.9,st.y) + 1.0-step(0.1,st.y); | |
float top = 1.0 - step(0.8,st.y) + step(0.9,st.y) + step(0.9,st.x) + 1.0-step(0.1,st.x); | |
float pct = left * bottom * right * top; | |
color = vec3(pct); | |
gl_FragColor = vec4(color,1.0); | |
} |
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