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#version 440
layout(location = 0) in vec2 qt_TexCoord0;
layout(location = 0) out vec4 fragColor;
layout(std140, binding = 0) uniform buf {
// preamble as required by ShaderEffect
mat4 qt_Matrix;
float qt_Opacity;
// our custom members, connected automatically to QML object properties
vec4 color1;
vec4 color2;
vec2 pixelSize;
} ubuf;
void main()
{
vec2 tc = sign(sin(3.14159265358979323846 * qt_TexCoord0 * ubuf.pixelSize));
if (tc.x != tc.y)
fragColor = ubuf.color1;
else
fragColor = ubuf.color2;
}
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