// Author @patriciogv - 2015 // http://patriciogonzalezvivo.com #ifdef GL_ES precision mediump float; #endif #define PI 3.14159265358979323846 uniform vec2 u_resolution; uniform float u_time; vec2 rotate2D (vec2 _st, float _angle) { _st -= 0.5; _st = mat2(cos(_angle),-sin(_angle), sin(_angle),cos(_angle)) * _st; _st += 0.5; return _st; } vec2 tile (vec2 _st, float _zoom) { _st *= _zoom; return fract(_st); } vec2 rotateTilePattern(vec2 _st){ _st *= 2.0; float index = 0.0; if (fract(_st.x * 0.5) > 0.5){ index += 1.0; } if (fract(_st.y * 0.5) > 0.5){ index += 2.0; } _st = fract(_st); if(index == 1.0){ _st = rotate2D(_st,PI*0.5); } else if(index == 2.0){ _st = rotate2D(_st,PI*-0.5); } else if(index == 3.0){ _st = rotate2D(_st,PI); } return _st; } void main (void) { vec2 st = gl_FragCoord.xy/u_resolution.xy; st = tile(st,3.0); st = rotateTilePattern(st); // st = tile(st,3.0); // st = rotate2D(st,-PI*u_time*0.25); gl_FragColor = vec4(vec3(step(st.x,st.y)),1.0); // step(st.x,st.y) just makes a b&w triangles // but you can use what ever design you want. }