28 lines
611 B
GLSL
28 lines
611 B
GLSL
#ifdef GL_ES
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precision mediump float;
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precision mediump int;
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#endif
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uniform vec4 EW_background;
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uniform vec4 EW_foreground;
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uniform vec4 EW_border;
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// transmit from the vertex shader
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varying vec2 v_position; // interpolated position ...
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varying vec2 v_propPos;
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void main(void) {
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// prevent origin moving ...
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gl_FragColor = vec4(v_propPos.y, v_propPos.x, 1.0, 1.0);
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if( v_propPos.x == 1.0
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&& v_propPos.y == 1.0) {
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gl_FragColor = EW_foreground;
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} else if ( v_propPos.x == 0.0
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|| v_propPos.y == 0.0) {
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gl_FragColor = EW_background;
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} else {
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gl_FragColor = EW_border;
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}
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}
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