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// can run on https://thebookofshaders.com/edit.php | |
#ifdef GL_ES | |
precision mediump float; | |
#endif | |
uniform vec2 u_resolution; | |
vec3 hsv2rgb(vec3 c) { | |
vec4 K = vec4(1.0, 2.0/3.0, 1.0/3.0, 3.0); | |
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); | |
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); | |
} | |
void main() { | |
vec2 coord = gl_FragCoord.xy/u_resolution.xy; | |
coord = coord * 2.0 - 1.0; | |
float r = length(coord); | |
if (r > 1.0) { | |
gl_FragColor = vec4(0.0); | |
return; | |
} | |
float angle = atan(coord.y, coord.x); | |
float hue = angle / (2.0 * 3.14) + 0.5; | |
float saturation = r; | |
float value = 1.0; // 0.0 to 1.0 | |
gl_FragColor = vec4(hsv2rgb(vec3(hue, saturation, value)), 1); | |
} |
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