runs smoother with turbowarp: https://turbowarp.org/979965974?fps=240&hqpen move the purple circles to indicate the corners of the quad to fill (be sure not to approach another corner within 20px, otherwise both corners will snag into each other) press the space bar to select another shader granularity - (granularity + 1)² = how many dots should be drawn in the quad size - pen size (can compensate for low granularity, given that the calculations in this project are expensive)
thanks to basic maths for making this possible like literally the function is just lerp(a, b, m) = a + (b-a)*m shaders: - RAINBOW: rainbow shader, based on relative position - RAINBOW_ABS: rainbow shader, based on absolute position - CIRCLE: RAINBOW but transparent towards the corners - INVERTED_CIRCLE: CIRCLE but with inverted transparency