uniform sampler2D backbuffer;
vec4 rect(vec2 st, vec2 pos, vec2 size, vec3 color){
if(st.x > pos.x + size.x) a = 0.;
if(st.y > pos.y + size.y) a = 0.;
vec2 st = gl_FragCoord.xy/resolution.xy;
vec3 color = vec3(.0,.0,.0);
r = rect(st, vec2(0.,0.85), vec2(0.05 ,0.200),
color = mix(color, r.rgb, r.a);
r = rect(st, vec2(0.,0.610), vec2(0.05,0.200),
color = mix(color, r.rgb, r.a);
r = rect(st, vec2(0.07,0.610), vec2(0.07,0.200),
color = mix(color, r.rgb, r.a);
r = rect(st, vec2(0.07,0.85), vec2(0.07 ,0.200),
color = mix(color, r.rgb, r.a);
r = rect(st, vec2(0.162,0.610), vec2(0.5,0.200),
color = mix(color, r.rgb, r.a);
r = rect(st, vec2(0.162,0.85), vec2(0.5 ,0.200),
color = mix(color, r.rgb, r.a);
r = rect(st, vec2(0.685,0.610), vec2(0.25,0.200),
color = mix(color, r.rgb, r.a);
r = rect(st, vec2(0.685,0.85), vec2(0.25 ,0.200),
color = mix(color, r.rgb, r.a);
r = rect(st, vec2(0.958,0.610), vec2(0.25,0.200),
color = mix(color, r.rgb, r.a);
r = rect(st, vec2(0.958,0.85), vec2(0.25 ,0.200),
color = mix(color, r.rgb, r.a);
r = rect(st, vec2(0.958,0.16), vec2(0.25 ,0.400),
color = mix(color, r.rgb, r.a);
r = rect(st, vec2(0.685,0.16), vec2(0.25 ,0.400),
color = mix(color, r.rgb, r.a);
r = rect(st, vec2(0.162,0.16), vec2(0.5,0.400),
color = mix(color, r.rgb, r.a);
r = rect(st, vec2(0.,0.), vec2(0.14,0.56),
color = mix(color, r.rgb, r.a);
r = rect(st, vec2(0.958,0.0006), vec2(0.25 ,0.11),
color = mix(color, r.rgb, r.a);
r = rect(st, vec2(0.685,0.0006), vec2(0.25 ,0.11),
color = mix(color, r.rgb, r.a);
r = rect(st, vec2(0.162,0.0006), vec2(0.5,0.11),
color = mix(color, r.rgb, r.a);
outColor = vec4(color,1.0);