Time Animation

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📝 Exercise Goal

Learn to create time-based animation effects using the u_time uniform variable and understand the application of sin functions in animation.

💡 💡 Tutorial Content

Learn to create time-based animation effects using the u_time uniform variable and understand the application of sin functions in animation.

Overview

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

Learning Objectives

  • Understand how the u_time uniform variable passes time to the shader.
  • Learn to use the time variable to change colors, shapes, or positions to create animations.
  • Master using sin() or cos() functions combined with u_time to create smooth periodic animations.
  • Be able to implement simple blinking, pulsing, or moving effects.

Prerequisites

  • solid-color
  • uv-coordinates

Inputs

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

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)

  • Center coordinates: p = vUv - 0.5.
  • Compute distance: d = length(p).
  • Build a mask with smoothstep or step.
  • Mix foreground/background by the mask.

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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