prosperon/source/shaders/linefrag.glsl

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#version 330
out vec4 color;
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in float dist;
in vec4 fcolor;
in float seg_len;
float pat = 0.5;
int pp = 0x0C24;
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uniform float time;
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void main()
{
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color = fcolor;
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if (seg_len == 0) return;
if (mod(dist+time*seg_len,seg_len)/seg_len < 0.5)
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discard;
/*
int d = int(dist);
if (pp * mod((d / 20), 16) == 0)
discard;
*/
/*
float patrn = 16 * mod(dist,seg_len)/seg_len;
if (patrn < 8)
discard;
*/
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}