#ifdef GL_ES precision mediump float; #endif uniform vec2 u_resolution; uniform vec2 u_mouse; uniform float u_time; #define PI 3.14159265359 void main() { vec2 st = gl_FragCoord.xy/u_resolution; vec3 color = vec3(0.0,0.0,0.0); float alpha = 1.0; float dev = .25; // the card itself has another way to do this, instead of 1.0-st.x+st.y it uses .5+(st.x-st.y)*.5 // which i like more color += step(.45, (1.0-st.x+st.y)*.5)-step(.55, (1.0-st.x+st.y)*.5); gl_FragColor = vec4(color, alpha); }