// Author @patriciogv - 2015 // http://patriciogonzalezvivo.com #ifdef GL_ES precision mediump float; #endif #define PI 3.14159265358979323846 #define TWO_PI 6.28318530717958647693 #define PHI 1.618033988749894848204586834 uniform vec2 u_resolution; uniform float u_time; vec2 tile(vec2 _st, float _zoom){ _st *= _zoom; return fract(_st); } float X(vec2 _st, float _width){ float pct0 = smoothstep(_st.x-_width,_st.x,_st.y); pct0 *= 1.-smoothstep(_st.x,_st.x+_width,_st.y); float pct1 = smoothstep(_st.x-_width,_st.x,1.0-_st.y); pct1 *= 1.-smoothstep(_st.x,_st.x+_width,1.0-_st.y); return pct0+pct1; } void main(void){ vec2 st = gl_FragCoord.xy/u_resolution.xy; st = tile(st,10.0); vec3 color = vec3(X(st,0.03)); gl_FragColor = vec4(color,1.0); }