// // Simple passthrough fragment shader // varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform vec2 position; uniform vec2 scale; uniform float angle; uniform float width; void main() { vec2 pos = v_vTexcoord - position, _pos; _pos.x = pos.x * cos(angle) - pos.y * sin(angle); _pos.y = pos.x * sin(angle) + pos.y * cos(angle); vec2 dist = _pos - floor(_pos * scale) / scale; float ww = width / 2.; if(dist == clamp(dist, vec2(ww), vec2(1. / scale - ww))) gl_FragColor = vec4(1.); else gl_FragColor = vec4(vec3(0.), 1.); }