#ifdef GL_ES precision highp float; #endif uniform int frequency; uniform vec4 color0; uniform vec4 color1; varying vec2 v_st; void main() { float s, t, delta; s = mod(floor(v_st.x * float(frequency * 2)), 2.0); t = mod(floor(v_st.y * float(frequency * 2)), 2.0); delta = abs(s - t); gl_FragColor = mix(color1, color0, delta); }