// Author @patriciogv - 2015 #ifdef GL_ES precision mediump float; #endif uniform vec2 u_resolution; uniform float u_time; float circle(in vec2 _st, in float _radius){ vec2 l = _st-vec2(0.5); return 1.-smoothstep(_radius-(_radius*0.01), _radius+(_radius*0.01), dot(l,l)*4.0); } void main() { vec2 st = gl_FragCoord.xy/u_resolution; vec3 color = vec3(0.0); st *= 3.0; // Scale up the space by 3 st = fract(st); // Wrap arround 1.0 // Now we have 3 spaces that goes from 0-1 color = vec3(st,0.0); //color = vec3(circle(st,0.5)); gl_FragColor = vec4(color,1.0); }