prosperon/source/shaders/gridfrag.glsl

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#version 330
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out vec4 frag_color;
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in vec2 apos;
vec2 bpos;
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uniform float thickness; /* thickness in pixels */
uniform float span;
uniform vec3 color;
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void main(void)
{
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float t = thickness / span;
t /= 2.0;
bpos.x = mod(apos.x, span) / span;
bpos.y = mod(apos.y, span) / span;
bpos.x -= t;
bpos.y -= t;
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float comp = min(bpos.x, bpos.y);
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if (comp > t)
discard;
comp += t;
frag_color = vec4(color, 1.0);
}