// // Simple passthrough fragment shader // varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform vec2 dimension; uniform float scale; uniform int axis; uniform int shift; void main() { gl_FragColor = texture2D( gm_BaseTexture, v_vTexcoord ); if(gl_FragColor.a == 0.) return; vec2 pos = v_vTexcoord * dimension; float prog = axis == 0? pos.x : pos.y; prog -= float(shift); prog /= scale; prog = prog - floor(prog / 2.) * 2.; if(prog >= 1.) gl_FragColor = v_vColour; }