#version 330 #define PI 3.1415926538 // Input vertex attributes (from vertex shader) in vec2 fragTexCoord; in vec4 fragColor; // Input uniform values uniform sampler2D texture0; uniform vec4 colDiffuse; // Output fragment color out vec4 finalColor; // Imported variables from code uniform float renderWidth; uniform float renderHeight; uniform float grid_size; // Variable set up vec2 flipped = vec2(fragTexCoord.x, 1 - fragTexCoord.y); // flipping vec2 textureResolution = vec2(renderWidth, renderHeight); //vec2 onePixel = vec2(1.0, 1.0) / textureResolution; // distance of a single pixel in texels vec2 pixelCoor = flipped * textureResolution; float gridify(float coordinate, float spacing) { return clamp(floor(((-cos( coordinate * 2 * PI)) / 2) + spacing), 0.0, 1.0); } float is_pixel(vec2 coordinate, float spacing) { return gridify(coordinate.x, spacing) * gridify(coordinate.y, spacing); } void main() { //float is_pixel = gridify(pixelCoor.x, 1.0) * gridify(pixelCoor.y, 1.0); vec4 texelColor = texture(texture0, flipped); texelColor.rbg *= is_pixel(pixelCoor, grid_size); // NOTE: Implement here your fragment shader code finalColor = texelColor*colDiffuse; }