From bae423be4110a11eb97c64b064a8cbcdfd5306eb Mon Sep 17 00:00:00 2001 From: Ray Date: Wed, 17 Mar 2021 19:18:31 +0100 Subject: [PATCH] Create reload.fs --- .../resources/shaders/glsl100/reload.fs | 39 +++++++++++++++++++ 1 file changed, 39 insertions(+) create mode 100644 examples/shaders/resources/shaders/glsl100/reload.fs diff --git a/examples/shaders/resources/shaders/glsl100/reload.fs b/examples/shaders/resources/shaders/glsl100/reload.fs new file mode 100644 index 000000000..eda00ae3a --- /dev/null +++ b/examples/shaders/resources/shaders/glsl100/reload.fs @@ -0,0 +1,39 @@ +#version 100 + +precision mediump float; + +// Input vertex attributes (from vertex shader) +varying vec2 fragTexCoord; // Texture coordinates (sampler2D) +varying vec4 fragColor; // Tint color + +// Uniform inputs +uniform vec2 resolution; // Viewport resolution (in pixels) +uniform vec2 mouse; // Mouse pixel xy coordinates +uniform float time; // Total run time (in secods) + +// Draw circle +vec4 DrawCircle(vec2 fragCoord, vec2 position, float radius, vec3 color) +{ + float d = length(position - fragCoord) - radius; + float t = clamp(d, 0.0, 1.0); + return vec4(color, 1.0 - t); +} + +void main() +{ + vec2 fragCoord = gl_FragCoord.xy; + vec2 position = vec2(mouse.x, resolution.y - mouse.y); + float radius = 40.0; + + // Draw background layer + vec4 colorA = vec4(0.2,0.2,0.8, 1.0); + vec4 colorB = vec4(1.0,0.7,0.2, 1.0); + vec4 layer1 = mix(colorA, colorB, abs(sin(time*0.1))); + + // Draw circle layer + vec3 color = vec3(0.9, 0.16, 0.21); + vec4 layer2 = DrawCircle(fragCoord, position, radius, color); + + // Blend the two layers + gl_FragColor = mix(layer1, layer2, layer2.a); +}