// Author @patriciogv - 2015 - patriciogonzalezvivo.com #ifdef GL_ES precision mediump float; #endif uniform vec2 u_resolution; uniform vec2 u_mouse; uniform float u_time; vec2 skew (vec2 st) { vec2 r = vec2(0.0); r.x = 1.1547*st.x; r.y = st.y+0.5*r.x; return r; } vec3 simplexGrid (vec2 st) { vec3 xyz = vec3(0.0); vec2 p = fract(skew(st)); if (p.x > p.y) { xyz.xy = 1.0-vec2(p.x,p.y-p.x); xyz.z = p.y; } else { xyz.yz = 1.0-vec2(p.x-p.y,p.y); xyz.x = p.x; } return fract(xyz); } void main() { vec2 st = gl_FragCoord.xy/u_resolution.xy; vec3 color = vec3(0.0); // Scale the space to see the grid st *= 10.; // Show the 2D grid color.rg = fract(st); // Skew the 2D grid // color.rg = fract(skew(st)); // Subdivide the grid into to equilateral triangles // color = simplexGrid(st); gl_FragColor = vec4(color,1.0); }