// Author @patriciogv - 2015 // http://patriciogonzalezvivo.com #ifdef GL_ES precision mediump float; #endif uniform vec2 u_resolution; uniform float u_time; #define PI 3.14159265358979323846 vec2 rotate2D(vec2 _st, float _angle){ _st -= 0.5; _st = mat2(cos(_angle),-sin(_angle), sin(_angle),cos(_angle)) * _st; _st += 0.5; return _st; } vec2 tile(vec2 _st, float _zoom){ _st *= _zoom; return fract(_st); } float box(vec2 _st, vec2 _size, float _smoothEdges){ _size = vec2(0.5)-_size*0.5; vec2 aa = vec2(_smoothEdges*0.5); vec2 uv = smoothstep(_size,_size+aa,_st); uv *= smoothstep(_size,_size+aa,vec2(1.0)-_st); return uv.x*uv.y; } void main(void){ vec2 st = gl_FragCoord.xy/u_resolution.xy; vec3 color = vec3(0.0); st = tile(st,4.); st = rotate2D(st,PI*0.25); color = vec3(box(st,vec2(0.7),0.01)); // color = vec3(st,0.0); gl_FragColor = vec4(color,1.0); }