// // Simple passthrough fragment shader // varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform vec2 position; uniform vec2 scale; uniform float width; void main() { vec2 _pos = v_vTexcoord + position; 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.); }