// // Simple passthrough fragment shader // varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform float angle; uniform float amount; uniform int blend; void main() { float prog = .5 + (v_vTexcoord.x - .5) * cos(angle) - (v_vTexcoord.y - .5) * sin(angle); float _a = 1. / amount; float _s = mod(prog, _a); if(blend == 0) { if(_s > _a / 2.) gl_FragColor = vec4(vec3(0.), 1.); else gl_FragColor = vec4(vec3(1.), 1.); } else { gl_FragColor = vec4(vec3(abs(_s / _a - 0.5) * 2.), 1.); } }