uniform float u_opacity; uniform vec2 u_pattern_tl; uniform vec2 u_pattern_br; uniform float u_mix; uniform sampler2D u_image; varying vec2 v_pos; void main() { vec2 imagecoord = mod(v_pos, 1.0); vec2 pos = mix(u_pattern_tl, u_pattern_br, imagecoord); vec4 color1 = texture2D(u_image, pos); vec2 imagecoord2 = mod(imagecoord * 2.0, 1.0); vec2 pos2 = mix(u_pattern_tl, u_pattern_br, imagecoord2); vec4 color2 = texture2D(u_image, pos2); gl_FragColor = mix(color1, color2, u_mix) * u_opacity; }