// adapted from https://www.shadertoy.com/view/Xd3BWr uniform vec2 uSize; uniform float iTime; vec2 iResolution; out vec4 fragColor; void main(void) { iResolution = uSize; vec2 fragCoord = gl_FragCoord.xy; // Get the fragment coordinates // Normalized pixel coordinates (from 0 to 1) vec2 uv = fragCoord/iResolution.xy; float c = uv.x * 2.0 + iTime*2.0; c = mod(c, 1.0); c = step(c, 0.5); fragColor = vec4(0.0, 0.0, 0.0, c); }