// Author @patriciogv ( patriciogonzalezvivo.com ) - 2015 #ifdef GL_ES precision mediump float; #endif // Copyright (c) Patricio Gonzalez Vivo, 2015 - http://patriciogonzalezvivo.com/ // I am the sole copyright owner of this Work. // // You cannot host, display, distribute or share this Work in any form, // including physical and digital. You cannot use this Work in any // commercial or non-commercial product, website or project. You cannot // sell this Work and you cannot mint an NFTs of it. // I share this Work for educational purposes, and you can link to it, // through an URL, proper attribution and unmodified screenshot, as part // of your educational material. If these conditions are too restrictive // please contact me and we'll definitely work it out. 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; st = tile(st,5.); vec3 color = vec3(circle(st+vec2(0.,-.5), 0.35)+ circle(st+vec2(0.,.5), 0.35)+ circle(st+vec2(-.5,0.), 0.35)+ circle(st+vec2(.5,0.), 0.35)); gl_FragColor = vec4(color,1.0); }