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//
// Fragment shader for procedural bricks
//
// Authors: Dave Baldwin, Steve Koren, Randi Rost
// based on a shader by Darwyn Peachey
//
// Copyright (c) 2002-2006 3Dlabs Inc. Ltd.
//
// See 3Dlabs-License.txt for license information
//
uniform vec3 BrickColor, MortarColor;
uniform vec2 BrickSize;
uniform vec2 BrickPct;
varying vec2 MCposition;
varying float LightIntensity;
void main()
{
vec3 color;
vec2 position, useBrick;
position = MCposition / BrickSize;
// if (fract(position.y * 0.5) > 0.5)
// position.x += 0.5;
float tmp;
tmp = fract(position.y * 0.5);
if (tmp > 0.5)
position.x += 0.5;
position = fract(position);
useBrick = step(position, BrickPct);
color = mix(MortarColor, BrickColor, useBrick.x * useBrick.y);
color *= LightIntensity;
gl_FragColor = vec4(color, 1.0);
}
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