#ifdef GL_ES precision mediump float; #endif uniform vec2 u_resolution; uniform vec2 u_mouse; uniform float u_time; #define PI 3.14159265359 const vec3 uAColor = vec3(.5,.5,.5); const vec3 uBColor = vec3(.5,.5,.5); const vec3 uCColor = vec3(1.,1.,1.); const vec3 uDColor = vec3(.0,.33,.67); //get colors from http://dev.thi.ng/gradients/ vec3 cosPalette(float t) { return uAColor + uBColor*cos(6.28318*(uCColor*t+uDColor)); } vec2 brickTile(vec2 st, float zoom) { st *= zoom; st.x += step(1., mod(st.y,2.)) * .5; return fract(st); } float rectSDF(vec2 st, vec2 s) { return max(abs(st.x/s.x),abs(st.y/s.y)); } void main() { vec2 st = (gl_FragCoord.xy*2. - u_resolution.xy)/u_resolution.y; vec3 color = vec3(0.0,0.0,0.0); float alpha = 1.0; st = brickTile(st, 5.) - .5; color += rectSDF(st, vec2(1.)); gl_FragColor = vec4(color, alpha); }