// // Simple passthrough fragment shader // varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform float angle; uniform float amount; void main() { vec2 c = v_vTexcoord - vec2(0.5); float _x = .5 + c.x * cos(angle) - c.y * sin(angle); float _y = .5 + 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(vec3(0.), 1.); else gl_FragColor = vec4(vec3(1.), 1.); }