uniform vec2 u_resolution;
vec2 pos = gl_FragCoord.xy/u_resolution;
pos.x *= u_resolution.y/u_resolution.x;
vec2 pos = gl_FragCoord.xy/u_resolution;
pos.x *= u_resolution.y/u_resolution.x;
float sdSegment( in vec2 p, in vec2 a, in vec2 b )
float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 );
return length( pa - ba*h );
float verEjes(vec2 pos,float verX, float verY){
ejes += (1.-step(0.009, distance(pos.x,0.)))*verY;
ejes += (1.-step(0.009, distance(pos.y,0.)))*verX;
float verDistAlOrigen(vec2 pos, float radio){
float d = sdSegment(pos, vec2(0.), radio*vec2(-cos(u_time), -sin(u_time)));
d = smoothstep(0.01,0.009,d);
float verDistAlEjeY(vec2 pos, float radio){
float d = sdSegment(pos, vec2(0.), radio*vec2(cos(u_time), 0.));
d = smoothstep(0.01,0.009,d);
float verDistAlEjeX(vec2 pos, float radio){
float d = sdSegment(pos, vec2(0.), radio*vec2(0., sin(u_time)));
d = smoothstep(0.01,0.009,d);
float caminoCirculo(float radio){
float d = smoothstep(0.02,0.,length(uv())-radio);
d -=smoothstep(0.,-0.02,length(uv())-radio);
vec2 pos = uv(); vec3 color; float circulo;
float punto = smoothstep(0.5,0.49, length(pos));
gl_FragColor = vec4(color, 1.);