<@include gpu/Config.slh@> <$VERSION_HEADER$> // Generated on <$_SCRIBE_DATE$> // grid.slf // fragment shader // // Created by Zach Pomerantz on 2/16/2016. // Copyright 2016 High Fidelity, Inc. // // Distributed under the Apache License, Version 2.0. // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // <@include gpu/Paint.slh@> struct Grid { vec4 period; vec4 offset; vec4 edge; }; uniform gridBuffer { Grid grid; }; Grid getGrid() { return grid; } in vec2 varTexCoord0; in vec4 varColor; out vec4 outFragColor; void main(void) { Grid grid = getGrid(); float alpha; if (grid.edge.z == 0.0) { alpha = paintGrid(varTexCoord0, grid.offset.xy, grid.period.xy, grid.edge.xy); } else { alpha = paintGridMajorMinor(varTexCoord0, grid.offset, grid.period, grid.edge); } if (alpha == 0.0) { discard; } outFragColor = vec4(varColor.xyz, varColor.w * alpha); }