My question relates to the first example of “Book of Shaders” (see here https://thebookofshaders.com/05/?lan=en):
#ifdef GL_ES
precision mediump float;
#endif
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
// Plot a line on Y using a value between 0.0-1.0
float plot(vec2 st, float pct){
return smoothstep( pct-0.02, pct, st.y) -
smoothstep( pct, pct+0.02, st.y);
}
void main() {
vec2 st = gl_FragCoord.xy/u_resolution;
float y = st.x;
vec3 color = vec3(y);
// Plot a line
float pct = plot(st,y);
color = (1.0-pct)*color+pct*vec3(0.0,1.0,0.0);
gl_FragColor = vec4(color,1.0);
}
I have difficulties in understanding the combination of the “float pct” variable and the “float plot” function. I can see it works but I do not understand why.
While saving the results of the plot function,why “float pct” can be part of the plot funtion itself as parameter?
I am also stumpling upon the “y” of the “float pct” – does not “st” itself has “st.x” and “st.y” and therefore “float pct” could simply be “plot(st)”?