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30 lines
520 B
GLSL
30 lines
520 B
GLSL
#shader vertex
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#version 440 core
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layout(location = 0) in vec3 VertexPosition;
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uniform mat4 u_Projection;
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uniform mat4 u_View;
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uniform mat4 u_Model;
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void main()
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{
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gl_Position = u_Projection * u_View * u_Model * vec4(VertexPosition, 1.0f);
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}
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#shader fragment
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#version 440 core
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uniform vec4 u_Color;
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uniform float u_Time;
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out vec4 FragColor;
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void main()
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{
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if (mod(gl_FragCoord.x + gl_FragCoord.y + (u_Time * 4.0), 4.0) < 2.0)
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discard;
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vec4 finalColor = u_Color;
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FragColor = finalColor;
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} |