// // Simple passthrough fragment shader // varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform vec2 dimension; uniform vec2 position; uniform float angle; uniform float amount; uniform vec4 col1, col2; void main() { vec2 dimension_norm = dimension / dimension.y; vec2 c = (v_vTexcoord - position) * dimension_norm; float _x = c.x * cos(angle) - c.y * sin(angle); float _y = c.x * sin(angle) + c.y * cos(angle); float _a = 1. / amount; if(mod(floor(_x / _a) + floor(_y / _a), 2.) > 0.5) gl_FragColor = vec4(col1.rgb, 1.); else gl_FragColor = vec4(col2.rgb, 1.); }