// Author @patriciogv ( patriciogonzalezvivo.com ) - 2015 #ifdef GL_ES precision mediump float; #endif uniform vec2 u_resolution; uniform vec2 u_mouse; uniform float u_time; float rows = 10.0; vec2 brickTile(vec2 _st, float _zoom){ _st *= _zoom; if (fract(_st.y * 0.5) > 0.5){ _st.x += 0.5; } return fract(_st); } float circle(vec2 _st, float _radius){ vec2 pos = vec2(0.5)-_st; _radius *= 0.75; return 1.-smoothstep(_radius-(_radius*0.01),_radius+(_radius*0.01),dot(pos,pos)*3.14); } void main(){ vec2 st = gl_FragCoord.xy/u_resolution.xy; st.x *= u_resolution.x/u_resolution.y; vec2 pos = vec2(0.5)-st; st = brickTile(st,20.); float t = u_time*.5; float r = dot(pos,pos)*4.; st *= 2.; float pattern = sin(fract(r+t)*3.1415); vec3 color = vec3(circle(st, pattern)); gl_FragColor = vec4(color,1.0); }