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