// Author @patriciogv - 2015 - patricio.io #ifdef GL_ES precision mediump float; #endif #define PI 3.14159265358979323846 uniform vec2 u_resolution; uniform vec2 u_mouse; uniform float u_time; bool grid(vec2 _pos, float _res){ vec2 grid = fract(_pos*_res*250.); return grid.x < _res || grid.y < _res; } void main(){ vec2 st = gl_FragCoord.xy/u_resolution.xy-vec2(.5); st.x *= u_resolution.x/u_resolution.y; vec3 color = vec3(0.0); if(grid(st,0.01)) color += vec3(0.25); if(grid(st,0.1)) color += vec3(0.15); gl_FragColor = vec4(color,1.0); }