URL: http://glslsandbox.com/e#24946.2
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// Simple Checkerboard Texture // By: Brandon Fogerty // bfogerty at gmail dot com // xdpixel.com #ifdef GL_ES precision mediump float; #endif uniform float time; uniform vec2 resolution; #define HorizontalTileScale 5.0 #define VerticalTileScale 5.0 void main( void ) { // Convert uv from (0 to 1) to (-1 to 1) vec2 uv = ( gl_FragCoord.xy / resolution.xy ) * 2.0 - 1.0; // Account for Aspect Ratio so we get square tiles. uv.x *= resolution.x / resolution.y; // tileCoefficient will be toggled between 1 and 0 relative to the current pixel's uv coordinate. float tileCoefficient = floor( mod( floor(uv.x * HorizontalTileScale) + floor(uv.y * VerticalTileScale), 2.0 ) ); vec3 finalColor = vec3( 1.0, 1.0, 1.0 ) * tileCoefficient; gl_FragColor = vec4( finalColor, 1.0 ); } |