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180828.frag
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180828.frag
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precision mediump float;
uniform vec2 resolution; // 画面のサイズ
uniform float time; // VEDA起動からの経過時間(秒)
vec2 st;
float width = 0.02;
vec4 color_;
vec4 col;
void setColor(vec4 color)
{
color_ = 1.0 - color;
}
vec4 rect(float x, float y, float w, float h, vec4 color)
{
vec2 corner1 = step(vec2(x, y), st); //左下
vec2 corner2 = 1.0 - step(vec2(x + w, y + h), st); //右上
vec2 corners = corner1 * corner2;
return vec4(corners.x * corners.y * color);
}
void main(){
st = gl_FragCoord.xy/resolution;
float v = abs(sin(time));
//赤
setColor(vec4(0.9, 0.2, 0.2, 0.4) * v);
col = rect(0.0, 0.6, 0.2, 0.4, color_);
//黄
setColor(vec4(0.9, 0.9, 0.2, 0.4) * v);
col += rect(0.9, 0.6, 0.2, 0.4, color_);
//青
setColor(vec4(0.2, 0.2, 0.9, 0.4) * v);
col += rect(0.7, 0.0, 0.3, 0.1, color_);
//黒線
setColor(vec4(0.0, 0.0, 0.0, 1.0) * v);
//横線
col += rect(0.0, 0.8, v, width, color_);
col += rect(0.0, 0.6, 1.0 - v, width, color_);
col += rect(0.2, 0.1, 0.4 + 0.4 * v, width, color_);
//縦線
col += rect(0.2 * v, 0.6, width, 0.7, color_);
col += rect(0.2, 0.0, width, 0.6 + 0.4 * v, color_);
col += rect(0.7, 0.0, width, v, color_);
col += rect(0.9, 0.0, width, 1.0 - v, color_);
gl_FragColor = vec4(0.9, 0.9, 0.85, 1.0) - col;
}