varying vec4 v_position; uniform vec2 u_resolution; uniform float u_time; #define DOTS 32. const float segment = 2.0 / (DOTS + 1.); void main() { float time = u_time * 2.; float ratio = u_resolution.x / u_resolution.y; vec2 pos = (v_position.xy - 1.0)/vec2(1.0, ratio); vec2 cell_pos = abs(floor(pos / segment)) - 0.5; int alt = int(mod(cell_pos.x + cell_pos.y, 2.)); float radius = (sin(time - length(pos + 0.5)) + 1.)*0.02; if (alt == 0) { radius = (0.04 - radius); } gl_FragColor = vec4(0., 0., 0., 1.); if (length(pos - 0.0 + cell_pos*segment) < radius) { if (alt == 0) { gl_FragColor = vec4(.17, .24, .31, 1.); } else { gl_FragColor = vec4(0.75, 0.22, 0.17, 1.); } } }