vec2 st = gl_FragCoord.xy/u_resolution.xy;
st = st*2.-1.;
x=cosθ y=sinθ
yx=tanθ
θ=tan−1yx
r=√x2+y2
float theta = atan(st.y, st.x);
float mag = length(st);
r2=cosθ2+sinθ2
float f = pow(cos(theta),2) + pow(sin(theta),2);
float v = step(f, pow(mag,2));
vec3 color = vec3(v);
1r=(|1acos(m4θ)|n2+|1bsin(m4θ)|n3)1n1