thebookofshaders/09/tmp/checker.frag

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// Author @patriciogv ( patriciogonzalezvivo.com ) - 2015
#ifdef GL_ES
precision mediump float;
#endif
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
vec2 tile(vec2 _st, float _zoom){
_st *= _zoom;
return fract(_st);
}
float circle(vec2 _st, float _radius){
vec2 pos = vec2(0.5)-_st;
_radius *= 0.75;
return 1.-smoothstep(_radius-(_radius*0.05),_radius+(_radius*0.05),dot(pos,pos)*3.14);
}
void main(){
vec2 st = gl_FragCoord.xy/u_resolution.xy;
st.x *= u_resolution.x/u_resolution.y;
float pct = 0.0;
vec2 st_i = floor(st*10.);
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pct += abs(mod(st_i.x,2.)-mod(st_i.y,2.));
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gl_FragColor = vec4(vec3(pct),1.0);
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}