#ifdef GL_ES precision mediump float; #endif uniform vec2 resolution; uniform float time; uniform float color; float box(in vec2 _st, in vec2 _size){ _size = vec2(0.5) - _size*0.5; vec2 uv = smoothstep(_size, _size+vec2(0.001), _st); uv *= smoothstep(_size, _size+vec2(0.001), vec2(1.0)-_st); return uv.x*uv.y; } float cross(in vec2 _st, float _size){ return box(_st, vec2(_size,_size/4.)) + box(_st, vec2(_size/4.,_size)); } void main(){ vec2 st = gl_FragCoord.xy/resolution.xy; vec3 c = vec3(0.); c += vec3(cross(st,0.5*abs(cos(time)))); c.r -= color; //c *= u_color; gl_FragColor = vec4(c,1.0); }