// Author @patriciogv ( patriciogonzalezvivo.com ) - 2015 #ifdef GL_ES precision mediump float; #endif uniform vec2 u_resolution; uniform vec2 u_mouse; uniform float u_time; vec2 tile(vec2 _st, float _zoom){ _st *= _zoom; return fract(_st); } float circle(vec2 _st, float _radius){ vec2 pos = vec2(0.5)-_st; _radius *= 0.75; return 1.-smoothstep(_radius-(_radius*0.05),_radius+(_radius*0.05),dot(pos,pos)*3.14); } void main(){ vec2 st = gl_FragCoord.xy/u_resolution.xy; st.x *= u_resolution.x/u_resolution.y; float pct = 0.0; vec2 st_i = floor(st*10.); pct += step(0.5,abs(mod(st_i.x,2.)-mod(st_i.y+1.,2.))); gl_FragColor = vec4(vec3(pct),1.0); }