Basic Shader to compute tiling
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
// Normalized pixel coordinates (from 0 to 1)
vec2 uv = fragCoord/iResolution.xy;
/* Position */
// Taking the UV of screen and starting new uv(0,0) --> (tileX, tileY)
float tilleX = mod(uv.x, 0.1);
float tilleY = mod(uv.y, 0.1);
vec3 col = vec3(1.);
tilleX *= abs(sin(iTime)) * 5.;
tilleY *= abs(cos(iTime)) * 2.0;
// Output to screen
fragColor = vec4(vec3((tilleX + tilleY) * 2., (tilleX + tilleY),(tilleX + tilleY)),1.0);
}