// // Simple passthrough fragment shader // varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform vec2 dimension; uniform vec2 position; uniform vec2 amount; uniform int amountUseSurf; uniform sampler2D amountSurf; uniform vec2 angle; uniform int angleUseSurf; uniform sampler2D angleSurf; uniform vec4 col1; uniform vec4 col2; void main() { #region params float amo = amount.x; if(amountUseSurf == 1) { vec4 _vMap = texture2D( amountSurf, v_vTexcoord ); amo = mix(amount.x, amount.y, (_vMap.r + _vMap.g + _vMap.b) / 3.); } float ang = angle.x; if(angleUseSurf == 1) { vec4 _vMap = texture2D( angleSurf, v_vTexcoord ); ang = mix(angle.x, angle.y, (_vMap.r + _vMap.g + _vMap.b) / 3.); } ang = radians(ang); #endregion vec2 dimension_norm = dimension / dimension.y; vec2 c = (v_vTexcoord - position) * dimension_norm; float _x = c.x * cos(ang) - c.y * sin(ang); float _y = c.x * sin(ang) + c.y * cos(ang); float _a = 1. / amo; if(mod(floor(_x / _a) + floor(_y / _a), 2.) > 0.5) gl_FragColor = vec4(col1.rgb, 1.); else gl_FragColor = vec4(col2.rgb, 1.); }