uniform vec4 color1; uniform vec4 color2; uniform int size; #if __VERSION__ == 120 #define fragColor gl_FragColor #else 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; } }