#ifdef GL_ES precision mediump float; precision mediump int; #endif uniform sampler2D u_texture; uniform float resolution; uniform vec4 u_color; varying vec4 v_color; varying vec2 v_texCoord; bool hex(vec2 p) { p.x *= 0.57735*2.0; p.y += mod(floor(p.x), 2.0)*0.5; p = abs((mod(p, 1.0) - 0.5)); return abs(max(p.x*1.5 + p.y, p.y*2.0) - 1.0) > 0.1; } vec3 palette(float i) { return vec3(1.0, 1.0, 1.0); } void main() { bool h = hex(v_texCoord.xy/100.0); gl_FragColor.rgb = vec3(h,h,h); gl_FragColor.a = 1.0; }