33 lines
596 B
GLSL
33 lines
596 B
GLSL
[[vertex]]
|
|
|
|
uniform mat4 mvp;
|
|
|
|
in vec4 pos;
|
|
in vec2 uvs;
|
|
out vec2 uv;
|
|
|
|
void main()
|
|
{
|
|
uv = uvs;
|
|
gl_Position = mvp * vec4(pos.xyz, 1.0);
|
|
}
|
|
|
|
[[fragment]]
|
|
|
|
uniform bool colorize;
|
|
|
|
in mediump vec2 uv;
|
|
out mediump vec4 frag;
|
|
|
|
void main()
|
|
{
|
|
const mediump vec4 c1 = vec4(1.0, 1.0, 1.0, 1.0);
|
|
const mediump vec4 c2 = vec4(0.9, 0.9, 0.9, 1.0);
|
|
mediump vec2 c = floor(fract(uv * 10.0) * 2.0);
|
|
mediump float alpha = mix(c.x, 1.0 - c.x, c.y);
|
|
if (colorize)
|
|
frag = mix(c1, c2, alpha) * vec4(fract(uv.x * 5.0), uv.y, 1.0, 1.0);
|
|
else
|
|
frag = mix(c1, c2, alpha);
|
|
}
|