varying vec3 BrickColor_f, MortarColor_f; varying vec2 BrickSize_f, BrickPct_f; varying vec2 MCposition; varying float LightIntensity; void main() { vec3 color; vec2 position, useBrick; position = MCposition / BrickSize_f; if (fract(position.y * 0.5) > 0.5) position.x += 0.5; position = fract(position); useBrick = step(position, BrickPct_f); color = mix(MortarColor_f, BrickColor_f, useBrick.x * useBrick.y); color *= LightIntensity; gl_FragColor = vec4(color, 1.0); }