// Author @patriciogv - 2015 // http://patriciogonzalezvivo.com #ifdef GL_ES precision mediump float; #endif uniform vec2 u_resolution; uniform vec2 u_mouse; uniform float u_time; vec2 mirrorTile(vec2 _st, float _zoom){ _st *= _zoom; if (fract(_st.x * 0.5) > 0.5){ _st.y = _st.y+0.5; // _st.y = 1.0-_st.y; } if (fract(_st.y * 0.5) > 0.5){ _st.x = _st.x+0.5; // _st.y = 1.0-_st.y; } return fract(_st); } float fillY(vec2 _st, float _pct,float _antia){ return smoothstep( _pct-_antia, _pct, _st.y); } void main(){ vec2 st = gl_FragCoord.xy/u_resolution.xy; vec3 color = vec3(0.0); st = mirrorTile(st,10.); float x = st.x*2.; float a = floor(1.+sin(x*3.14)); float b = floor(1.+sin((x+1.)*3.14)); float f = fract(x); color = vec3( fillY(st,mix(a,b,f),0.01) ); gl_FragColor = vec4( color, 1.0 ); }