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float circ(vec2 p){
return length(p) - 0.5;
}
// http://www.iquilezles.org/www/articles/palettes/palettes.htm
// As t runs from 0 to 1 (our normalized palette index or domain),
//the cosine oscilates c times with a phase of d.
//The result is scaled and biased by a and b to meet the desired constrast and brightness.
vec3 cosPalette( float t, vec3 a, vec3 b, vec3 c, vec3 d )
{
return a + b*cos( 6.28318*(c*t+d) );
}
void main()
{
gl_FragColor = vec4(black,1.);
// distance metric
//float shape = circ(uv() * vec2(3.0));
//vec3 col = cosPalette(0.5,vec3(0.5),vec3(0.5),vec3(1),vec3(time*0.01,time*0.1,time*.2));
// lighting: darken at the center
//col = vec3(shape) * col;
// output: pixel color
//gl_FragColor = min(vec4( col.rgb, 1.0 ), vec4(0.8));
// we take the min of the output color and a very light grey color because The Force makes
// all of their controls white at the bottom all white without any sort of outline, which is
// silly, so you can make it vec4(col.rgb,1.0) in other softwares or if you dont care
// about seeing the controls
}
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