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Fast Shader
runnable fragment
Complete GLSL fragment shader. Stronghold runs it directly when the browser can compile it.
Code
precision mediump float;
uniform float u_time;
uniform vec2 u_resolution;
void main() {
vec3 black = vec3(0.0);
vec3 white = vec3(1.0);
vec3 color = black;
vec2 uv = 2.0 * gl_FragCoord.xy / u_resolution - 1.0;
uv.x = uv.x * u_resolution.x / u_resolution.y;
color = vec3(uv, 0.0);
float boardSize = 4.0;
uv = uv * boardSize;
color = vec3(uv, 0.0);
vec2 gridUv = fract(uv);
vec2 gridId = floor(uv);
color = vec3(gridUv, 0.0);
color = vec3(gridId, 0.0);
color = vec3(gridId * 0.2, 0.0);
if (mod(gridId.x + gridId.y, 2.0) <= 0.01) {
color = white;
} else {
color = black;
}
gl_FragColor = vec4(color, 1.0);
}