// // Simple passthrough vertex shader // attribute vec3 in_Position; // (x,y,z) //attribute vec3 in_Normal; // (x,y,z) unused in this shader. attribute vec4 in_Colour; // (r,g,b,a) attribute vec2 in_TextureCoord; // (u,v) varying vec2 v_vTexcoord; varying vec4 v_vColour; void main() { vec4 object_space_pos = vec4( in_Position.x, in_Position.y, in_Position.z, 1.0); gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * object_space_pos; v_vColour = in_Colour; v_vTexcoord = in_TextureCoord; } //######################_==_YOYO_SHADER_MARKER_==_######################@~ // // Simple passthrough fragment shader // varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform vec4 c0, c1; uniform float angle; uniform vec2 mouse; uniform float mouseProg; #define TAU 6.28318530718 float angleDiff(float angle1, float angle2) { float dif = mod(angle1 - angle2, TAU); return min(dif, TAU - dif); } void main() { float dist = distance(v_vTexcoord, vec2( 0.5, 0.5 )) * 2.; float ang = atan(-(v_vTexcoord.y - 0.5), v_vTexcoord.x - 0.5); float muse = max(0., 0.5 - distance(v_vTexcoord, mouse)); float dif = angleDiff(ang, angle) / TAU; float d0 = smoothstep(0.925, 1.00, 1. - dif); float d1 = clamp(1. - smoothstep(0.85 + mouseProg * 0.05, 1.00, 1. - dif) * 2., 0., 0.75); float rad = 0.935 - d0 * (mouseProg * 0.1 + 0.05); float ring = dist - muse * 0.2; ring = 1. - abs(ring - 0.7); ring = smoothstep(rad, 1.0, ring) * 25.; gl_FragColor = vec4(mix(c0.rgb, c1.rgb, d1), ring); }