Since we have completed the basic shading stage of our raytracer, we are able to move on to more advanced concepts such as texture mapping. In this case, we are not using textures from files, but rather, procedurally generated textures, which we will map to our surface using calculated u,v coordinates.
On the left, you can see the procedurally shaded floor using a procedural shader which generates a color in a tile-pattern. The calculation simply detects if the position is an even or odd row/column and returns the correct color. On the right, you can see a slightly more interesting shader which simply calculates the difference between the center point of a square area and returns a color based on the distance from it. If the point is outside of the circles radius, we color it yellow, otherwise, black.