#ifndef USE_GPU_SHADER_CREATE_INFO uniform vec4 color1; uniform vec4 color2; uniform int size; out vec4 fragColor; #endif void main() { vec2 phase = mod(gl_FragCoord.xy, (size * 2)); if ((phase.x > size && phase.y < size) || (phase.x < size && phase.y > size)) { fragColor = color1; } else { fragColor = color2; } }