// Draw dashed lines, perforated in screen space. #if __VERSION__ == 120 noperspective varying float distance_along_line; #define fragColor gl_FragColor #else noperspective in float distance_along_line; out vec4 fragColor; #endif uniform float dash_width; /* Simple mode, discarding non-dash parts (so no need for blending at all). */ uniform float dash_factor; /* if > 1.0, solid line. */ uniform vec4 color; /* More advanced mode, allowing for complex, multi-colored patterns. Enabled when num_colors > 0. */ /* Note: max number of steps/colors in pattern is 32! */ uniform int num_colors; /* Enabled if > 0, 1 for solid line. */ uniform vec4 colors[32]; void main() { /* Solid line cases, simple. */ if (num_colors == 1) { fragColor = colors[0]; } else if (dash_factor >= 1.0f) { fragColor = color; } else { /* Actually dashed line... */ float normalized_distance = fract(distance_along_line / dash_width); if (num_colors > 0) { fragColor = colors[int(normalized_distance * num_colors)]; } else { if (normalized_distance <= dash_factor) { fragColor = color; } else { discard; } } } }