// // Simple passthrough fragment shader // varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform vec2 dimension; uniform vec4 color; uniform float hash; uniform int invert; void main() { vec2 px = v_vTexcoord * dimension; float index; if(invert == 1) index = px.x - px.y; else index = px.x + px.y; if(mod(index, hash) >= hash / 2.) gl_FragColor = color; else gl_FragColor = texture2D( gm_BaseTexture, v_vTexcoord ); }