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-rw-r--r--examples/web/shaders/shaders_hot_reloading.data39
1 files changed, 0 insertions, 39 deletions
diff --git a/examples/web/shaders/shaders_hot_reloading.data b/examples/web/shaders/shaders_hot_reloading.data
deleted file mode 100644
index eda00ae..0000000
--- a/examples/web/shaders/shaders_hot_reloading.data
+++ /dev/null
@@ -1,39 +0,0 @@
-#version 100
-
-precision mediump float;
-
-// Input vertex attributes (from vertex shader)
-varying vec2 fragTexCoord; // Texture coordinates (sampler2D)
-varying vec4 fragColor; // Tint color
-
-// Uniform inputs
-uniform vec2 resolution; // Viewport resolution (in pixels)
-uniform vec2 mouse; // Mouse pixel xy coordinates
-uniform float time; // Total run time (in secods)
-
-// Draw circle
-vec4 DrawCircle(vec2 fragCoord, vec2 position, float radius, vec3 color)
-{
- float d = length(position - fragCoord) - radius;
- float t = clamp(d, 0.0, 1.0);
- return vec4(color, 1.0 - t);
-}
-
-void main()
-{
- vec2 fragCoord = gl_FragCoord.xy;
- vec2 position = vec2(mouse.x, resolution.y - mouse.y);
- float radius = 40.0;
-
- // Draw background layer
- vec4 colorA = vec4(0.2,0.2,0.8, 1.0);
- vec4 colorB = vec4(1.0,0.7,0.2, 1.0);
- vec4 layer1 = mix(colorA, colorB, abs(sin(time*0.1)));
-
- // Draw circle layer
- vec3 color = vec3(0.9, 0.16, 0.21);
- vec4 layer2 = DrawCircle(fragCoord, position, radius, color);
-
- // Blend the two layers
- gl_FragColor = mix(layer1, layer2, layer2.a);
-}