wedge/core/shaders/cell.frag

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No EOL
557 B
GLSL

#version 330
in vec4 pos;
out vec4 outcolor;
uniform vec4 color;
const float threshold = 0.05;
const vec4 top = vec4(0.5, 0.5, 0.5, 1.0);
const vec4 bot = vec4(0.4, 0.4, 0.4, 1.0);
void main() {
outcolor = vec4(0.2 * (0.4 * (1 - pos.y) + 0.5 * (1 - pos.x)) + 0.2);
outcolor.w = 1.0;
// if ((pos.x > -threshold && pos.x < threshold)
// || (pos.y > -threshold && pos.y < threshold)
// || (pos.x > 1.0-threshold && pos.x < 1.0+threshold)
// || (pos.y > 1.0-threshold && pos.y < 1.0+threshold)) {
// outcolor = vec4(0.0, 0.0, 0.0, 1.0);
// }
}