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- varying float depth;
- uniform float pos;
- uniform float thres;
- void main (void)
- {
- vec4 color = gl_Color;
- //color.r = cos(depth);
- //color.g = cos(depth+3.14*2.*0.333);
- //color.b = cos(depth+3.14*2.*0.666);
- if (depth<=pos+thres/2 && depth > pos -thres/2)
- { color.a = 1;}
- else {color.a=0;
- color.r=0;}
- gl_FragColor = color;
- }
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