// Author @patriciogv - 2015 // http://patriciogonzalezvivo.com #ifdef GL_ES precision mediump float; #endif #define PI 3.14159265358979323846 uniform vec2 u_resolution; uniform float u_time; float fillX(vec2 _st, float _pct,float _antia){ return smoothstep( _pct-_antia, _pct, _st.x); } float fillY(vec2 _st, float _pct,float _antia){ return smoothstep( _pct-_antia, _pct, _st.y); } vec2 mirrorTile(vec2 _st, float _zoom){ _st *= _zoom; if (fract(_st.y * 0.5) > 0.5){ _st.y = 1.0-_st.y; } return fract(_st); } void main(){ vec2 st = gl_FragCoord.xy/u_resolution.xy; vec3 color = vec3(0.0); st = mirrorTile(st,5.0); color = vec3(fillY(st,0.5+sin(st.x*PI*2.0)*0.45,0.02)); gl_FragColor = vec4( color, 1.0 ); }