RuntimeData/shader/BackgroundGrid.frag

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GLSL
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2020-07-15 18:45:20 +08:00
#version 450 core
layout(location=0) out vec4 FragColor;
layout(binding=1) uniform ColorMaterial
{
vec4 color;
} color_material;
layout(binding=10) uniform WorldMatrix // hgl/math/Math.h
{
mat4 ortho;
mat4 projection;
mat4 inverse_projection;
mat4 modelview;
mat4 inverse_modelview;
mat4 mvp;
mat4 inverse_mvp;
vec4 view_pos;
vec2 canvas_resolution;
vec2 viewport_resolution;
}fs_world;
float bg_grid_texture(vec2 coord)
{
vec2 index = ceil(coord * 0.1);
return 0.7 + 0.5*mod(index.x + index.y, 2.0);
}
void main()
{
float strong=bg_grid_texture(gl_FragCoord.xy);
FragColor=vec4(color_material.color.rgb*strong,1.0);
}