#version 330 out vec4 color; in vec2 apos; vec2 bpos; uniform int thickness; uniform int span; void main(void) { float t = thickness / 2.f; bpos.x = mod(apos.x, span); bpos.y = mod(apos.y, span); if (!(bpos.x <= t || bpos.x >= (span - t) || bpos.y <= t || bpos.y >= (span - t))) discard; color = vec4(0.4f, 0.7f, 0.2f, 0.3f); }