precision mediump float; varying vec2 position; void main() { vec2 p = (position - 0.5) * 50.; float brightness = cos(p.x); gl_FragColor.rgb = vec3(brightness); gl_FragColor.a = 1.; }
precision mediump float; varying vec2 position; void main() { vec2 p = (position - 0.5) * 50.; float angle = 0.3; vec2 direction = vec2(cos(angle), sin(angle)); float brightness = cos(dot(p, direction)); gl_FragColor.rgb = vec3(brightness); gl_FragColor.a = 1.; }
precision mediump float; varying vec2 position; uniform float time; void main() { vec2 p = (position - 0.5) * 50.; float angle = time; vec2 direction = vec2(cos(angle), sin(angle)); float brightness = cos(dot(p, direction)); gl_FragColor.rgb = vec3(brightness); gl_FragColor.a = 1.; }
precision mediump float; varying vec2 position; uniform float time; float wave(vec2 p, float angle) { vec2 direction = vec2(cos(angle), sin(angle)); return cos(dot(p, direction)); } void main() { vec2 p = (position - 0.5) * 50.; float brightness = wave(p, time); gl_FragColor.rgb = vec3(brightness); gl_FragColor.a = 1.; }
precision mediump float; varying vec2 position; uniform float time; float wave(vec2 p, float angle) { vec2 direction = vec2(cos(angle), sin(angle)); return cos(dot(p, direction)); } void main() { vec2 p = (position - 0.5) * 50.; float brightness = 0.; brightness += wave(p, 0.); brightness += wave(p, 0.3); gl_FragColor.rgb = vec3(brightness); gl_FragColor.a = 1.; }
precision mediump float; varying vec2 position; uniform float time; float wave(vec2 p, float angle) { vec2 direction = vec2(cos(angle), sin(angle)); return cos(dot(p, direction)); } void main() { vec2 p = (position - 0.5) * 50.; float brightness = 0.; brightness += wave(p, 0.); brightness += wave(p, time); gl_FragColor.rgb = vec3(brightness); gl_FragColor.a = 1.; }
precision mediump float; varying vec2 position; uniform float time; float wave(vec2 p, float angle) { vec2 direction = vec2(cos(angle), sin(angle)); return cos(dot(p, direction)); } float wrap(float x) { return abs(mod(x, 2.)-1.); } void main() { vec2 p = (position - 0.5) * 50.; float brightness = 0.; brightness += wave(p, 0.); brightness += wave(p, time); brightness = wrap(brightness); gl_FragColor.rgb = vec3(brightness); gl_FragColor.a = 1.; }
precision mediump float; varying vec2 position; uniform float time; float wave(vec2 p, float angle) { vec2 direction = vec2(cos(angle), sin(angle)); return cos(dot(p, direction)); } float wrap(float x) { return abs(mod(x, 2.)-1.); } void main() { vec2 p = (position - 0.5) * 50.; float brightness = 0.; for (float i = 1.; i <= 3.; i++) { brightness += wave(p, i); } brightness = wrap(brightness); gl_FragColor.rgb = vec3(brightness); gl_FragColor.a = 1.; }
precision mediump float; varying vec2 position; uniform float time; float wave(vec2 p, float angle) { vec2 direction = vec2(cos(angle), sin(angle)); return cos(dot(p, direction)); } float wrap(float x) { return abs(mod(x, 2.)-1.); } void main() { vec2 p = (position - 0.5) * 50.; float brightness = 0.; for (float i = 1.; i <= 4.; i++) { brightness += wave(p, time / i); } brightness = wrap(brightness); gl_FragColor.rgb = vec3(brightness); gl_FragColor.a = 1.; }
precision mediump float; varying vec2 position; uniform float time; float wave(vec2 p, float angle) { vec2 direction = vec2(cos(angle), sin(angle)); return cos(dot(p, direction)); } float wrap(float x) { return abs(mod(x, 2.)-1.); } void main() { vec2 p = (position - 0.5) * 50.; float brightness = 0.; for (float i = 1.; i <= 11.; i++) { brightness += wave(p, time / i); } brightness = wrap(brightness); gl_FragColor.rgb = vec3(brightness); gl_FragColor.a = 1.; }