// // Simple passthrough fragment shader // varying vec2 v_vTexcoord; varying vec4 v_vColour; #define PI 3.14159265359 uniform float strength; void main() { float inCircle = length(v_vTexcoord - vec2(0.5)); if(inCircle > 0.5) { gl_FragColor = vec4(128. / 255., 128. / 255., 0., 0.); return; } vec2 pos = vec2(0.5) - v_vTexcoord; float rad = inCircle * 2.; float angle = atan(pos.y, pos.x); float dist = (1. - rad) * strength; gl_FragColor = vec4(128. / 255. + cos(angle) * 0.125 * dist, 128. / 255. + sin(angle) * 0.125 * dist, 0., 1.); }