X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?p=vrfileman;a=blobdiff_plain;f=sdr%2Fgrid.p.glsl;h=825cdc6b89802e1d0a3948baf92102675f158349;hp=86a30a5b9727504213ab4d19010f0b59ecb59185;hb=84320a4b92c1922cd40bd7ce3d942d19cc704bd2;hpb=dd39621d642e417f1e343cbf813205a658272639 diff --git a/sdr/grid.p.glsl b/sdr/grid.p.glsl index 86a30a5..825cdc6 100644 --- a/sdr/grid.p.glsl +++ b/sdr/grid.p.glsl @@ -1,23 +1,14 @@ -varying vec3 pos, vpos; +uniform sampler2D tex; -float grid(vec2 p, float duty) -{ - float w = duty * 0.5; - p = fract(p); - return smoothstep(1.0 - w, 1.0, p.x) + (1.0 - smoothstep(0.0, w, p.x)) + - smoothstep(1.0 - w, 1.0, p.y) + (1.0 - smoothstep(0.0, w, p.y)); -} +varying vec3 vpos; void main() { - vec3 p = pos * 500.0; - - const vec3 grid_color = vec3(1.0, 0.2, 0.8); const vec3 bg_color = vec3(0.5, 0.1, 1.0); - vec3 color = grid_color * grid(p.xz, 0.2); + vec3 grid_color = texture2D(tex, gl_TexCoord[0].st).xyz; float fog = min(abs(vpos.z) * 0.05, 1.0); - gl_FragColor.xyz = mix(color, bg_color, fog); + gl_FragColor.xyz = mix(grid_color, bg_color, fog); gl_FragColor.a = 1.0; }