uniform vec2 iResolution;
const vec3 shapeColor = vec3(1.0, 0.3, 0.3);
const vec3 backgroundColor = vec3(0.12);
float sdfCircle(vec2 center, float r, vec2 pos) {
return 1.0;
}
void main() {
vec2 uv = gl_FragCoord.xy;
float t = sdfCircle(iResolution * 0.5, iResolution.y * 0.4, uv);
t = clamp(t, 0.0, 1.0);
gl_FragColor = vec4(mix(shapeColor, backgroundColor, t), 1.0);
}