#version 330 // Input vertex attributes (from vertex shader) in vec2 fragTexCoord; // Texture coordinates (sampler2D) in vec4 fragColor; // Tint color // Output fragment color out vec4 finalColor; // Output fragment 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 finalColor = mix(layer1, layer2, layer2.a); }