// Author @patriciogv - 2015 // http://patriciogonzalezvivo.com #ifdef GL_ES precision mediump float; #endif #define PI 3.14159265358979323846 uniform vec2 u_resolution; uniform vec2 u_mouse; uniform float u_time; float rows = 10.0; vec2 brickMirrorTile(vec2 _st, float _zoom){ _st *= _zoom; if (fract(_st.y * 0.5) > 0.5){ _st.x += 0.5; _st.y = 1.0-_st.y; } 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; st = brickMirrorTile(st,5.); vec3 color = vec3(circle(st+vec2(0.,0.05), 0.007)+ circle(st+vec2(0.075,-0.07), 0.007)+ circle(st+vec2(-0.075,-0.07), 0.007)); gl_FragColor = vec4(color,1.0); }