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uniform vec3 checkerColorAndSize;
noperspective in vec4 finalColor;
noperspective in float butCo;
flat in float discardFac;
out vec4 fragColor;
vec4 do_checkerboard()
{
float size = checkerColorAndSize.z;
vec2 phase = mod(gl_FragCoord.xy, size * 2.0);
if ((phase.x > size && phase.y < size) ||
(phase.x < size && phase.y > size))
{
return vec4(checkerColorAndSize.xxx, 1.0);
}
else {
return vec4(checkerColorAndSize.yyy, 1.0);
}
}
void main()
{
if (min(1.0, -butCo) > discardFac) {
discard;
}
fragColor = finalColor;
if (butCo > 0.5) {
vec4 checker = do_checkerboard();
fragColor = mix(checker, fragColor, fragColor.a);
}
if (butCo > 0.0) {
fragColor.a = 1.0;
}
}
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