prosperon/source/shaders/grid.sglsl

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@vs vs
in vec2 pos;
out vec2 apos;
uniform mpara {
uniform vec2 offset;
uniform vec2 dimen;
};
void main()
{
apos = ((pos*0.5)*dimen) + offset;
gl_Position = vec4(pos, 0.f, 1.f);
}
@end
@fs fs
out vec4 frag_color;
in vec2 apos;
uniform fs_params {
uniform float thickness;
uniform float span;
uniform vec4 color;
};
void main()
{
float t = thickness / span;
t /= 2.0;
vec2 bpos;
bpos.x = mod(apos.x, span) / span;
bpos.y = mod(apos.y, span) / span;
bpos.x -= t;
bpos.y -= t;
float comp = min(bpos.x, bpos.y);
if (comp > t)
discard;
comp += t;
frag_color = color;
}
@end
@program grid vs fs