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