#extension GL_EXT_shader_texture_lod : enable #extension GL_OES_standard_derivatives : enable uniform sampler2D myTexture; varying vec2 texcoord; void main(){ // avoids artifacts when wrapping texture coordinates gl_FragColor = texture2DGradEXT(myTexture, mod(texcoord, vec2(0.1, 0.5)), dFdx(texcoord), dFdy(texcoord)); }