prosperon/source/shaders/linefrag.glsl
2023-05-26 02:55:55 +00:00

37 lines
514 B
GLSL

#version 330
out vec4 color;
in float dist;
in vec4 fcolor;
in float seg_speed;
in float seg_len;
float pat = 0.5;
int pp = 0x0C24;
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;
*/
}