float circle(vec2 uv,float radius){
return length(uv)-radius;
}
float sdBox( in vec2 p, in vec2 b )
{
vec2 d = abs(p)-b;
return length(max(d,0.0)) + min(max(d.x,d.y),0.0);
}
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
vec2 uv = fragCoord.xy / iResolution.xy; //convert pixels from screen resolution[1920x1080] to 0-1 space
uv -= 0.5; //center
uv.x *= iResolution.x / iResolution.y; // make a proper square instead of a rectangle
float d = sdBox( uv,vec2(0.3) ); //set square side
//float d= circle(uv,0.3);//set circle radius
vec4 color = vec4(0.0); //set background-color
if(d<0.0) color = vec4(1.0);//set inside color
fragColor = vec4(color);//color the canvas
}
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