// vert // void main(void) { qgl_FragTexture = qgl_Texture; gl_Position = qgl_ftransform(); } // frag // uniform vec2 dt, size; uniform float thickness; void main(void) { vec2 frame_size = size / dt; vec2 pix_pos = qgl_FragTexture * frame_size; vec2 frame = vec2(1) + step(pix_pos, vec2(thickness)) - step(pix_pos, frame_size - vec2(thickness)); vec2 line = frame * step(0.5, fract(pix_pos.yx / thickness / 4.)); float fc = max(frame.x, frame.y); float fl = max(line.x , line.y ); fl = mix(1, fl, fc); qgl_FragColor = vec4(vec3(fl), fc * 0.8 + 0.2); //qgl_FragColor = vec4(vec3(fl,0),1); }