//--------------------------------------------------------- // Display endless moving background using a tile texture. // Contributed by martiSteiger //--------------------------------------------------------- uniform float time; uniform vec2 resolution; uniform sampler2D tileImage; #define TILES_COUNT_X 4.0 void main() { vec2 pos = gl_FragCoord.xy - vec2(4.0 * time); vec2 p = (resolution - TILES_COUNT_X * pos) / resolution.x; vec3 col = texture2D (tileImage, p).xyz; gl_FragColor = vec4 (col, 1.0); }