precision highp float; varying vec2 vPosition; varying vec2 vUV; uniform float numberOfBricksHeight; uniform float numberOfBricksWidth; uniform vec3 brickColor; uniform vec3 jointColor; float rand(vec2 n) { return fract(cos(dot(n, vec2(12.9898, 4.1414))) * 43758.5453); } float noise(vec2 n) { const vec2 d = vec2(0.0, 1.0); vec2 b = floor(n), f = smoothstep(vec2(0.0), vec2(1.0), fract(n)); return mix(mix(rand(b), rand(b + d.yx), f.x), mix(rand(b + d.xy), rand(b + d.yy), f.x), f.y); } float fbm(vec2 n) { float total = 0.0, amplitude = 1.0; for (int i = 0; i < 4; i++) { total += noise(n) * amplitude; n += n; amplitude *= 0.5; } return total; } float round(float number){ return sign(number)*floor(abs(number) + 0.5); } void main(void) { float brickW = 1.0 / numberOfBricksWidth; float brickH = 1.0 / numberOfBricksHeight; float jointWPercentage = 0.01; float jointHPercentage = 0.05; vec3 color = brickColor; float yi = vUV.y / brickH; float nyi = round(yi); float xi = vUV.x / brickW; if (mod(floor(yi), 2.0) == 0.0){ xi = xi - 0.5; } float nxi = round(xi); vec2 brickvUV = vec2((xi - floor(xi)) / brickH, (yi - floor(yi)) / brickW); if (yi < nyi + jointHPercentage && yi > nyi - jointHPercentage){ color = mix(jointColor, vec3(0.37, 0.25, 0.25), (yi - nyi) / jointHPercentage + 0.2); } else if (xi < nxi + jointWPercentage && xi > nxi - jointWPercentage){ color = mix(jointColor, vec3(0.44, 0.44, 0.44), (xi - nxi) / jointWPercentage + 0.2); } else { float brickColorSwitch = mod(floor(yi) + floor(xi), 3.0); if (brickColorSwitch == 0.0) color = mix(color, vec3(0.33, 0.33, 0.33), 0.3); else if (brickColorSwitch == 2.0) color = mix(color, vec3(0.11, 0.11, 0.11), 0.3); } gl_FragColor = vec4(color, 1.0); }