// Author @patriciogv - 2015 // http://patriciogonzalezvivo.com #ifdef GL_ES precision mediump float; #endif #define PI 3.14159265358979323846 uniform vec2 u_resolution; uniform float u_time; 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; } vec2 offset(vec2 _st, vec2 _offset){ vec2 uv; if(_st.x>0.5){ uv.x = _st.x - 0.5; } else { uv.x = _st.x + 0.5; } if(_st.y>0.5){ uv.y = _st.y - 0.5; }else { uv.y = _st.y + 0.5; } return uv; } void main(void){ vec2 st = gl_FragCoord.xy/u_resolution.xy; st = tile(st,5.); vec2 offsetSt = offset(st,vec2(0.5)); st = rotate2D(st,PI*0.25); vec3 color = vec3( box(offsetSt,vec2(0.95),0.01) - box(st,vec2(0.3),0.01) + 2.*box(st,vec2(0.2),0.01) ); gl_FragColor = vec4(color,1.0); }