26 lines
No EOL
548 B
GLSL
26 lines
No EOL
548 B
GLSL
#version 330 core
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uniform vec3 scale;
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in vec3 vPos;
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out vec4 fColor;
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uniform vec3 color;
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void main() {
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// float thickness = 0.2;
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// vec3 distanceFromEdge = abs(scale * vPos) - scale / 2;
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// vec3 vec = distanceFromEdge + vec3(thickness / 2);
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// vec3 signs = max(sign(vec), 0);
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// float negatives = signs.x + signs.y + signs.z;
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// if (negatives >= 2)
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// fColor = vec4(0.204, 0.584, 0.922, 1);
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// else
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// fColor = vec4(0);
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// fColor = vec4(0.204, 0.584, 0.922, 1);
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fColor = vec4(color, 1);
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} |