uniform vec4 u_color; uniform vec2 u_offset; uniform vec2 u_pattern_size; 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 + u_offset) / u_pattern_size, 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); vec4 color = mix(color1, color2, u_mix); gl_FragColor = color + u_color * (1.0 - color.a); }