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https://github.com/patriciogonzalezvivo/thebookofshaders
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28 lines
583 B
GLSL
28 lines
583 B
GLSL
// Author @patriciogv - 2015 - patricio.io
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#ifdef GL_ES
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precision mediump float;
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#endif
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#define PI 3.14159265358979323846
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uniform vec2 u_resolution;
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uniform vec2 u_mouse;
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uniform float u_time;
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bool grid(vec2 _pos, float _res){
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vec2 grid = fract(_pos*_res*250.);
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return grid.x < _res || grid.y < _res;
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}
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void main(){
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vec2 st = gl_FragCoord.xy/u_resolution.xy-vec2(.5);
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st.x *= u_resolution.x/u_resolution.y;
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vec3 color = vec3(0.0);
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if(grid(st,0.01)) color += vec3(0.25);
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if(grid(st,0.1)) color += vec3(0.15);
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gl_FragColor = vec4(color,1.0);
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} |