#ifdef GL_ES precision mediump float; precision mediump int; #endif #define p1 vec3(255.0,211.0,127.0)/255.0 #define p2 vec3(234.0,182.0,120.0)/255.0 #define p3 vec3(212.0,129.0,107.0)/255.0 #define p4 vec3(142.0,77.0,72.0)/255.0 #define roundm 0.2 uniform sampler2D u_texture; uniform vec2 u_resolution; uniform int u_time; uniform vec2 u_uv; uniform vec2 u_uv2; uniform float u_scl; varying vec4 v_color; varying vec2 v_texCoord; void main() { ivec2 coords = ivec2((gl_FragCoord.xy - u_resolution/2.0)/u_scl); //int roundx = 8; //int roundy = roundx; //coords.x = (coords.x / roundx) * roundx; //coords.y = (coords.y / roundy) * roundy; float d = (abs(float(coords.x)) - abs(float(coords.y))); float m = abs(sin(-float(u_time)/50.0 + d/120.0)); if(m > 0.95) gl_FragColor.rgb = p1; else if(m > 0.75) gl_FragColor.rgb = p2; else if(m > 0.55) gl_FragColor.rgb = p3; else if(m > 0.35) gl_FragColor.rgb = p4; else gl_FragColor.rgb = vec3(0.0); gl_FragColor.rgb *= 0.5; gl_FragColor.a = mod(abs(float(coords.x)) + abs(float(coords.y)), 110.0) < 35.0 ? 1.0 : 0.0; }