Simple Rectangle

24 / 30

📝 Exercise Goal

Learn to draw rectangles using conditional statements and understand coordinate ranges and boundary detection.

💡 💡 Tutorial Content

Learn to draw rectangles using conditional statements and understand coordinate ranges and boundary detection.

Overview

  • Implement a horizontal gradient using UV as the factor.

Learning Objectives

  • Understand how to use logical AND (&&) to combine conditions to define a rectangular area.
  • Learn to perform boundary detection based on the x and y values of UV coordinates.
  • Master drawing simple shapes in GLSL using conditional statements (e.g., if or step).

Prerequisites

  • uv-coordinates
  • solid-color

Inputs

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

Key Concepts

  • Normalize pixel coordinates to UV.
vec2 uv = gl_FragCoord.xy / u_resolution.xy;
  • A horizontal gradient uses a 0-1 factor (usually UV) to blend colors.
float t = uv.x;
vec3 color = vec3(t);
  • Keep the factor inside [0,1].
t = clamp(t, 0.0, 1.0);

How To Implement (Step-by-step)

  • Normalize coordinates: uv = gl_FragCoord.xy / u_resolution.xy.
  • Set factor: t = uv.x.
  • Map t to a color (grayscale or mix).
  • Output gl_FragColor with alpha=1.

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.

GLSL Code Editor

Correct Code Preview

Current Code Preview