27 lines
561 B
GLSL

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