#version 330 // Input vertex attributes (from vertex shader) in vec2 fragTexCoord; in vec4 fragColor; // Output fragment color out vec4 finalColor; // Custom variables #define PI 3.14159265358979323846 uniform float uTime = 0.0; float divisions = 5.0; float angle = 0.0; vec2 VectorRotateTime(vec2 v, float speed) { float time = uTime*speed; float localTime = fract(time); // The time domain this works on is 1 sec. if ((localTime >= 0.0) && (localTime < 0.25)) angle = 0.0; else if ((localTime >= 0.25) && (localTime < 0.50)) angle = PI/4*sin(2*PI*localTime - PI/2); else if ((localTime >= 0.50) && (localTime < 0.75)) angle = PI*0.25; else if ((localTime >= 0.75) && (localTime < 1.00)) angle = PI/4*sin(2*PI*localTime); // Rotate vector by angle v -= 0.5; v = mat2(cos(angle), -sin(angle), sin(angle), cos(angle))*v; v += 0.5; return v; } float Rectangle(in vec2 st, in float size, in float fill) { float roundSize = 0.5 - size/2.0; float left = step(roundSize, st.x); float top = step(roundSize, st.y); float bottom = step(roundSize, 1.0 - st.y); float right = step(roundSize, 1.0 - st.x); return (left*bottom*right*top)*fill; } void main() { vec2 fragPos = fragTexCoord; fragPos.xy += uTime/9.0; fragPos *= divisions; vec2 ipos = floor(fragPos); // Get the integer coords vec2 fpos = fract(fragPos); // Get the fractional coords fpos = VectorRotateTime(fpos, 0.2); float alpha = Rectangle(fpos, 0.216, 1.0); vec3 color = vec3(0.3, 0.3, 0.3); finalColor = vec4(color, alpha); }