// Author @patriciogv ( patriciogonzalezvivo.com ) - 2015 #ifdef GL_ES precision mediump float; #endif uniform vec2 u_resolution; uniform vec2 u_mouse; uniform float u_time; vec2 tile(vec2 _st, float _zoom){ _st *= _zoom; return fract(_st); } float box(in vec2 _st, in vec2 _size){ _size = vec2(0.5) - _size*0.5; vec2 uv = smoothstep(_size, _size+vec2(0.001), _st); uv *= smoothstep(_size, _size+vec2(0.001), vec2(1.0)-_st); return uv.x*uv.y; } float cross(in vec2 _st, float _size){ return box(_st, vec2(_size*0.5,_size*0.125)) + box(_st, vec2(_size*0.125,_size*0.5)); } void main(){ vec2 st = gl_FragCoord.xy/u_resolution.xy; st.x *= u_resolution.x/u_resolution.y; st = tile(st,3.0); vec3 color = vec3( clamp(cross(fract(st),0.3),0.0,1.0) ); gl_FragColor = vec4(color,1.0); }