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16 lines
421 B
GLSL
16 lines
421 B
GLSL
shader_type canvas_item;
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render_mode unshaded;
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uniform float size = 10.0;
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uniform vec4 color1 : hint_color = vec4(0.7, 0.7, 0.7, 1.0);
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uniform vec4 color2 : hint_color = vec4(1.0);
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void fragment() {
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vec2 pos = mod(FRAGCOORD.xy, size * 2.0);
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bool c1 = any(lessThan(pos, vec2(size)));
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bool c2 = any(greaterThanEqual(pos, vec2(size)));
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float c = c1 && c2 ? 1.0: 0.0;
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COLOR = mix(color1, color2, c);
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COLOR.a = 1.0;
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}
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