// Author @patriciogv ( patriciogonzalezvivo.com ) - 2015 #ifdef GL_ES precision mediump float; #endif uniform vec2 u_resolution; uniform float u_time; vec2 tile(vec2 _st, float _zoom){ _st *= _zoom; return fract(_st); } float box(vec2 _st, vec2 _size){ _size = vec2(0.5)-_size*0.5; vec2 uv = smoothstep(_size,_size+vec2(1e-4),_st); uv *= smoothstep(_size,_size+vec2(1e-4),vec2(1.0)-_st); return uv.x*uv.y; } void main(void){ vec2 st = gl_FragCoord.xy/u_resolution.xy; vec3 color = vec3(0.0); // Repat the space st = tile(st,10.0); // Draw a rectangle in each one color = vec3(box(st,vec2(0.9))); // Show the space coordinates // color = vec3(st,0.0); gl_FragColor = vec4(color,1.0); }