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Copy path14_hope.frag
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14_hope.frag
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uniform vec2 u_resolution;
#ifdef GL_ES
precision mediump float;
#endif
float stroke(float x, float s, float w){
float d = step(s, x + w * .5) - step(s, x - w * .5);
return clamp(d, 0., 1.);
}
float circleSDF(vec2 st){
return length(st - .5) * 2.;
}
float fill(float x, float size){
return 1. - step(size, x);
}
float rectSDF(vec2 st, vec2 s){
st = st * 2. - 1.;
return max( abs(st.x / s.x), abs(st.y / s.y) );
}
float flip(float v, float pct){
return mix(v, 1. - v, pct);
}
float vesicaSDF(vec2 st, float w){
vec2 offset = vec2(w * .5, 0.);
return max(circleSDF(st - offset), circleSDF(st + offset));
}
void main() {
vec3 color = vec3(0.);
vec2 st = gl_FragCoord.xy / u_resolution;
float sdf = vesicaSDF(st, .2);
color += flip(fill(sdf, .5), step((st.x + st.y) * .5, .5));
gl_FragColor = vec4(color, 1.);
}