vec3 rgb(float r, float g, float b) { return vec3(r / 255.0, g / 255.0, b / 255.0); } float mysqrt(float f) { return sqrt(f); } float mydot(vec2 a) { return a.x*a.x + a.y*a.y; } void main() { vec2 center = u_resolution.xy * 0.5; float rad = 0.3 * u_resolution.y; vec3 blue = rgb(95.0, 60.0, 255.0); vec3 c = vec3(1.0,1.0,1.0); vec2 d = center-gl_FragCoord.xy; float dis = mysqrt(mydot(d)) - rad; if(dis < 1.0) { c = vec3(blue); } gl_FragColor = vec4(c,1.0); } //created by jarreed0 at shadergrounds.com