// Author @patriciogv ( patriciogonzalezvivo.com ) - 2015 #ifdef GL_ES precision mediump float; #endif uniform sampler2D u_tex0; uniform vec2 u_resolution; uniform vec2 u_mouse; uniform float u_time; float rows = 100.0; vec2 brickTile(vec2 _st, float _zoom){ _st *= _zoom; if (fract(_st.y * 0.5) > 0.5) { _st.x += 0.5; } 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 = (st-.5)*1.02+.5; st.x *= u_resolution.x/u_resolution.y; vec2 pos = st; float grid = 50.; st *= grid; if (fract(st.y * 0.5) > 0.5){ st.x += 0.5; pos.x += 0.5/grid; } float pattern = texture2D(u_tex0,clamp(floor(pos*grid)/grid+vec2(.5,.5)/grid,vec2(0.),vec2(1.))).r; pattern = circle(fract(st), smoothstep(0.1,1.,pattern)); gl_FragColor = vec4(pattern,0.,0.,pattern); }