#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 xor_texture(vec2 coord) { vec2 p = 256.0 * coord; float x = 0.0; for( int i=0; i<7; i++ ) { vec2 a = floor(p); vec2 b = fract(p); x += mod( a.x + a.y, 2.0 ) * // the following line implements the smooth xor mix( 1.0, 1.5*pow(4.0*(1.0-b.x)*b.x*(1.0-b.y)*b.y,0.25), 0.0 ); p /= 2.0; x /= 2.0; } return x; } void main() { float strong=xor_texture(gl_FragCoord.xy/fs_world.canvas_resolution.x); FragColor=vec4(color_material.color.rgb*strong,1.0); }