#define CELL_COUNT 10.0 varying vec4 v_position; uniform vec2 u_resolution; uniform float u_time; uniform sampler2D testImage; struct Particle { vec2 position; vec2 velocity; }; bool is_between(vec2 pos, vec2 min, vec2 max) { return pos.x > min.x && pos.x < max.x && pos.y > min.y && pos.y < max.y; } void main() { float time = sin(u_time); vec2 uv = gl_FragCoord.xy/u_resolution.xy; float ratio = u_resolution.x / u_resolution.y; vec2 pos = uv/vec2(1.0, ratio); float cell_size = 1.0/CELL_COUNT; for (float i = 0.; i < CELL_COUNT; i++) { for (float j = 0.; j < CELL_COUNT; j++) { vec2 cell_pos = vec2(i, j) * cell_size; if (is_between(pos, cell_pos, cell_pos + vec2(cell_size, cell_size))) { vec4 tex = texture2D(testImage, cell_pos); float value = (tex.r + tex.g + tex.b) / 3.; gl_FragColor = vec4(value, value, value, 1.0); } } } }