// // Simple passthrough fragment shader // varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform float amount; void main() { float _cell = 1. / (amount * 2.); float _xind = floor(v_vTexcoord.x / _cell); float _yind = floor(v_vTexcoord.y / _cell); float _xcell = mod(v_vTexcoord.x, _cell); float _ycell = mod(v_vTexcoord.y, _cell); float _x = _xcell; float _y = _ycell; if(mod(_xind, 2.) == 1.) _x = _cell - _xcell; if(mod(_yind, 2.) == 1.) { if(_x > _y) gl_FragColor = vec4(vec3(0.), 1.); else gl_FragColor = vec4(vec3(1.), 1.); } else { if(_x > _y) gl_FragColor = vec4(vec3(1.), 1.); else gl_FragColor = vec4(vec3(0.), 1.); } }