out vec4 FragColor; in vec2 aUv; uniform float uT; void main(){ float d = uT + distance( aUv, vec2(0.5,0.5) ); vec3 vDither = vec3( dot( vec2( 171.0, 231.0 ), gl_FragCoord.xy) ); float dither = fract( vDither.g / 71.0 ) - 0.5; if( d+dither < -0.5 ) discard; FragColor = vec4( 1.0, 0.0, 0.0, 1.0 ); }