// Author @patriciogv ( patriciogonzalezvivo.com ) - 2015 #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){ // Scale the coordinate system by 2x2 _st *= 2.0; // Give each cell an index number // according to its position float index = 0.0; index += step(1., mod(_st.x,2.0)); index += step(1., mod(_st.y,2.0))*2.0; // | // 2 | 3 // | //-------------- // | // 0 | 1 // | // Make each cell between 0.0 - 1.0 _st = fract(_st); // Rotate each cell according to the index if(index == 1.0){ // Rotate cell 1 by 90 degrees _st = rotate2D(_st,PI*0.5); } else if(index == 2.0){ // Rotate cell 2 by -90 degrees _st = rotate2D(_st,PI*-0.5); } else if(index == 3.0){ // Rotate cell 3 by 180 degrees _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); // Make more interesting combinations // st = tile(st,2.0); // st = rotate2D(st,-PI*u_time*0.25); // st = rotateTilePattern(st*2.); // st = rotate2D(st,PI*u_time*0.25); // step(st.x,st.y) just makes a b&w triangles // but you can use whatever design you want. gl_FragColor = vec4(vec3(step(st.x,st.y)),1.0); }