Mouse Interaction

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📝 Exercise Goal

Learn to create interactive effects using mouse coordinates and understand the passing and usage of uniform variables.

💡 💡 Tutorial Content

Learn to create interactive effects using mouse coordinates and understand the passing and usage of uniform variables.

Overview

  • Use a distance field and a mask to shape the image.

Learning Objectives

  • Understand how to receive and use mouse coordinates (u_mouse) in GLSL.
  • Learn to dynamically change shader output based on mouse position.
  • Master the method of passing data between CPU and GPU using uniform variables.

Prerequisites

  • uv-coordinates
  • uniforms

Inputs

  • vec2 u_resolution — Canvas size in pixels.
  • vec2 u_mouse — Mouse position in pixels.
  • float u_time — Time in seconds.

Key Concepts

  • Distance to center builds a distance field.
vec2 p = vUv - 0.5;
float d = length(p);
  • Convert distance into a mask.
float mask = 1.0 - smoothstep(r, r + aa, d);

How To Implement (Step-by-step)

  • mouse = u_mouse / u_resolution
  • distToMouse = distance(uv, mouse)
  • mouseColor = vec3(mouse, 0.5)
  • pulse = sin(u_time * speed) * 0.5 + 0.5

Self-check

  • Does it compile without errors?
  • Does the output match the goal?
  • Are key values kept in [0,1]?

Common Mistakes

  • Clamp t into [0,1] when needed.
  • Don’t use raw pixels without normalization.
  • Make sure edge0 < edge1 for smoothstep().

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