       break;
    }
    return c;
-   //return mix( shaderLeft(uv), shaderRight(uv), iCrossfade );
 }
 // main start
 void main(void)

{
	// trixels https://www.shadertoy.com/view/4lj3Dm
	vec4 rtn;
    //float divider = cos(iGlobalTime/1.5)/2.0 + 0.5;
    //if(inUV.x > divider + 0.001)
    if(inUV.x < iTrixels)
    {
        float height = iResolution.x/30.0;
        float halfHeight = height*0.5;
        float halfBase = height/sqrt(3.0);
        float base = halfBase*2.0;

        float screenX = gl_FragCoord.x;
        float screenY = gl_FragCoord.y;    

        float upSlope = height/halfBase;
        float downSlope = -height/halfBase;

        float oddRow = mod(floor(screenY/height),2.0);
        screenX -= halfBase*oddRow;
        
        float oddCollumn = mod(floor(screenX/halfBase), 2.0);

        float localX = mod(screenX, halfBase);
        float localY = mod(screenY, height);

        if(oddCollumn == 0.0 )
        {
            if(localY >= localX*upSlope)
            {
                screenX -= halfBase;
            }
        }
        else
        {
            if(localY <= height+localX*downSlope)
            {
                screenX -= halfBase;
            }
        }
        
        
        float startX = floor(screenX/halfBase)*halfBase;
        float startY = floor(screenY/height)*height;
        vec4 blend = vec4(0.0,0.0,0.0,0.0);
        for(float x = 0.0; x < 3.0; x += 1.0)
        {
            for(float y = 0.0; y < 3.0; y += 1.0)
            {
                vec2 screenPos = vec2(startX+x*halfBase,startY+y*halfHeight);
                vec2 uv1 = screenPos / iResolution.xy;
                if (chn0)
                {
					blend += texture2D(iChannel0, uv1);
                }
                else
                {
                	blend += texture2D(iChannel1, uv1);
                }
                
            }
        }
        rtn = (blend / 9.0);
		
    }
    else if(inUV.x > iTrixels)
    {
        if (chn0)
        {
			     rtn = texture2D(iChannel0, inUV.xy);
        }
        else
        {
        	 rtn = texture2D(iChannel1, inUV.xy);
        }
        
    }
    // trixels end

   return rtn;
}
// Squirclimation https://www.shadertoy.com/view/Ml23DW begin
vec4 grid( vec2 inUV, bool chn0 )
{    

      	right = trixels( uv, false );
	}
  // Grid
  if (iGridSize > 0.0) 
  {
        right = grid( uv, false );
  }

	return vec3( right.r, right.g, right.b );
}
