float Circle(vec2 uv, vec2 p, float r, float blur){
float d = length(uv-p);
float c = smoothstep(r, r-blur, d);
return c;
}
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
vec2 uv = fragCoord/iResolution.xy;
uv -= .5;
uv.x *= iResolution.x/iResolution.y;
vec3 col = vec3(0.0);
float mask = Circle(uv, vec2(0.), 0.4, 0.01);
mask -= Circle(uv, vec2(-0.13,0.2), .07, 0.01);
mask -= Circle(uv, vec2(0.13,0.2), .07, 0.01);
float mouth = Circle(uv, vec2(0.0,0.0), 0.3, 0.05);
mouth -= Circle(uv, vec2(0.0,0.1), 0.3, 0.05);
mask -= mouth;
//col = vec3(mouth);
col = vec3(1.0,1.0,.0)*mask;
fragColor = vec4(col,1.0);
}