// Author @patriciogv ( patriciogonzalezvivo.com ) - 2015 #ifdef GL_ES precision mediump float; #endif uniform vec2 u_resolution; uniform float u_time; float box(vec2 _st, vec2 _size){ _size = vec2(0.5) - _size*0.5; vec2 uv = smoothstep(_size, _size+vec2(0.0001), _st); uv *= smoothstep(_size, _size+vec2(0.0001), vec2(1.0)-_st); return uv.x*uv.y; } void main(){ vec2 st = gl_FragCoord.xy/u_resolution.xy; float pct = box(st, vec2(0.9,0.3)) + box(st, vec2(0.3,0.9)); gl_FragColor = vec4( vec3(1.-pct),pct ); }