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2 Commits
main ... temp

  1. 16
      lineStipple.fs
  2. 16
      lineStipple.vs
  3. 7
      target.fs

16
lineStipple.fs

@ -0,0 +1,16 @@
#version 330 core
in vec4 color;
in float dist;
uniform vec2 u_resolution;
uniform float u_dashSize;
uniform float u_gapSize;
out vec4 FragColor;
void main()
{
if (fract(dist / (u_dashSize + u_gapSize)) > u_dashSize/(u_dashSize + u_gapSize))
discard;
FragColor = color;
}

16
lineStipple.vs

@ -0,0 +1,16 @@
#version 330 core
layout (location = 0) in vec3 vertices;
layout (location = 1) in float distances;
uniform vec4 ourColor;
out float dist;
out vec4 color;
uniform mat4 MVP;
void main()
{
dist = distances;
gl_Position = MVP * vec4(vertices,1.0);
color = ourColor;
}

7
target.fs

@ -3,6 +3,9 @@ uniform sampler2D texture;
varying vec2 vTexCoord;
varying vec3 color;
void main()
{
gl_FragColor = vec4(color.x,color.y,color.z,texture2D(texture, vTexCoord).w);
{
if(texture2D(texture, vTexCoord).w == 0)
discard;
gl_FragColor = vec4(color.x,color.y,color.z,1);
}

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