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#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);
}
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