fragment-shader tag demo
#version 300 es
precision highp float;
uniform float time;
uniform vec2 mouse;
uniform vec2 resolution;
out vec4 outColor;
void main(void) {
vec2 m = vec2(mouse.x * 2.0 - 1.0, -mouse.y * 2.0 + 1.0);
vec2 p = (gl_FragCoord.xy * 2.0 - resolution) / min(resolution.x, resolution.y);
// division
float t = 0.1 / length(m - p);
outColor = vec4(vec3(t), 1.0);
}
オーブ (wgld.org | GLSL: オーブ(光の玉)のレンダリング |)
src on GitHub