#ifdef GL_ES precision highp float; #endif uniform sampler2D u_tex0; uniform vec2 u_tex0Resolution; uniform vec2 u_resolution; uniform vec2 u_mouse; uniform float u_time; float hatch ( sampler2D hatchmap, vec2 st,float brighness ){ float col = floor((1.0-brighness)*9.0)/3.; float row = floor(brighness*3.0)/3.; return texture2D(hatchmap,vec2(col,row)+st/3.).a; } void main(){ vec2 st = gl_FragCoord.st/u_resolution.xy; float b = st.x; vec3 color = vec3(1.0); color -= hatch(u_tex0,st,b).a; gl_FragColor = vec4(color,1.); }