@vs lvs in vec3 apos; in float adist; in vec4 acolor; in float aseglen; in float asegspeed; out float dist; out vec4 fcolor; out float seg_len; out float seg_speed; uniform lvs_params { mat4 proj; }; void main() { gl_Position = proj * vec4(apos, 1.0); fcolor = acolor; dist = adist; seg_len = aseglen; seg_speed = asegspeed; } @end @fs lfs out vec4 color; in float dist; in vec4 fcolor; in float seg_len; in float seg_speed; float pat = 0.5; int pp = 0x0C24; uniform lfs_params { uniform float time; }; void main() { color = fcolor; if (seg_len == 0) return; if (mod(dist+(time*seg_speed)*seg_len,seg_len)/seg_len < 0.5) 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; */ } @end @program line lvs lfs