precision mediump float ;
uniform vec2 screenSize; // step 1
void main()
{
vec2 uv = vec2(gl_FragCoord.xy/screenSize.xy); // step 2
//Calculate polar coordinates
float r = length(uv);
float c = 0.0;
if(uv.x>0.98 &&uv.x<1.0 ) // step 3
{
c = 1.0;
}
if(uv.y>0.98 &&uv.y<1.0 ) // step 4
{
c = 1.0;
}
//Calculate the final color mixing lines and backgrounds.
vec3 bg = mix(vec3(0.93 , 0.71 , 0.62 ), vec3(0.9 , 0.44 , 0.44), r); // step 5
bg = mix(bg, vec3 (0.9 , 0.91 , 0.62 ), c); // step 6
gl_FragColor = vec4(bg, 1.0);
}
