runnable fragment
code snippet
precision mediump float;
uniform float u_time;
uniform vec2 u_resolution;
// https://iquilezles.org/articles/distfunctions2d/
float sdfCircle(vec2 p, float r) {
// note: sqrt(pow(p.x, 2.0) + pow(p.y, 2.0)) - r;
return length(p) - r;
}
void main() {
// note: set up uv coordinates
vec2 uv = gl_FragCoord.xy / u_resolution;