// 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; 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); } 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; } void main(){ vec2 st = gl_FragCoord.xy/u_resolution.xy; st = brickTile(st,rows); float angle = PI*0.25*cos(u_time*0.5); if (fract( (gl_FragCoord.y/u_resolution.y) * 0.5 * rows) > 0.5){ angle *= -1.0; } st = rotate2D(st,angle); st *= 2.0; float pct = (1.0+cos(PI*st.x))*0.5; vec3 color = vec3( 1.0-smoothstep( 0.5,0.6, pow(pct,st.y) ) * 1.0-smoothstep( 0.79,0.81, pow(pct,2.0-st.y ) ) ); gl_FragColor = vec4(color,1.0); }