the source code for my work with glsl
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  1. #ifdef GL_ES
  2. precision mediump float;
  3. #endif
  4. uniform vec2 u_resolution;
  5. uniform vec2 u_mouse;
  6. uniform float u_time;
  7. void main() {
  8. vec3 color = vec3(0);
  9. vec2 st = (gl_FragCoord.xy-.5*u_resolution.xy)/u_resolution.y;
  10. float m = smoothstep(0.05, 0.0, abs(st.x));
  11. color += m;
  12. gl_FragColor = vec4(color,1.0);
  13. }