Pixel-Composer/shaders/sh_grid/sh_grid.fsh

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//
// Simple passthrough fragment shader
//
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform vec2 position;
uniform vec2 scale;
uniform float width;
void main() {
vec2 _pos = v_vTexcoord + position;
vec2 dist = _pos - floor(_pos * scale) / scale;
float ww = width / 2.;
if(dist == clamp(dist, vec2(ww), vec2(1. / scale - ww)))
gl_FragColor = vec4(1.);
else
gl_FragColor = vec4(vec3(0.), 1.);
}