Pixel-Composer/shaders/sh_grid/sh_grid.fsh
2022-01-19 20:48:30 +07:00

25 lines
548 B
GLSL

//
// Simple passthrough fragment shader
//
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform vec2 position;
uniform vec2 scale;
uniform float angle;
uniform float width;
void main() {
vec2 pos = v_vTexcoord - position, _pos;
_pos.x = pos.x * cos(angle) - pos.y * sin(angle);
_pos.y = pos.x * sin(angle) + pos.y * cos(angle);
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.);
}