#version 440 | |
layout(location = 0) in vec2 coords; | |
layout(location = 0) out vec4 fragColor; | |
layout(std140, binding = 0) uniform buf { | |
float t; | |
} ubuf; | |
void main() | |
{ | |
float i = 1. - (pow(abs(coords.x), 4.) + pow(abs(coords.y), 4.)); | |
i = smoothstep(ubuf.t - 0.8, ubuf.t + 0.8, i); | |
i = floor(i * 20.) / 20.; | |
fragColor = vec4(coords * .5 + .5, i, i); | |
} |