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30 lines
845 B
GLSL
30 lines
845 B
GLSL
vec3 getErrorColor() {
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vec3 positionWS = iWorldOrientation * (_positionMS.xyz * iWorldScale) + iWorldPosition;
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float checkSize = 0.1;
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vec3 edges = round(mod(positionWS, vec3(checkSize)) / checkSize);
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float checkerboard = mod(edges.x + edges.y + edges.z, 2.0);
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return mix(vec3(1, 0, 1), vec3(0.0), checkerboard);
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}
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// version 1
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vec3 getProceduralColor() {
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return getErrorColor();
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}
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// version 2
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float getProceduralColors(inout vec3 diffuse, inout vec3 specular, inout float shininess) {
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diffuse = getErrorColor();
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return 1.0;
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}
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// version 3
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float getProceduralFragment(inout ProceduralFragment data) {
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data.emissive = getErrorColor();
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return 1.0;
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}
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// version 4
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float getProceduralFragmentWithPosition(inout ProceduralFragmentWithPosition data) {
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data.emissive = getErrorColor();
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return 1.0;
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}
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