#version 300 es precision mediump float; precision mediump sampler2DArray; // (x offset, y offset, zoom) uniform vec3 transform; // (window width, window height, _) uniform vec3 window; in vec4 pass_style; out vec4 f_color; void main() { // See actually_upload in drawing.rs to understand the different things encoded. if (pass_style[0] == 100.0) { // The hatching should be done in map-space, so panning/zooming doesn't move the stripes. // This is screen_to_map, also accounting for the y-inversion done by the vertex shader. float map_x = (gl_FragCoord.x + transform[0]) / transform[2]; float map_y = (window[1] - gl_FragCoord.y + transform[1]) / transform[2]; if (mod(map_x + map_y, 2.0) <= 0.1) { f_color = vec4(0.0, 1.0, 1.0, 1.0); } else if (mod(map_x - map_y, 2.0) <= 0.1) { f_color = vec4(0.0, 1.0, 1.0, 1.0); } else { // Let the polygon with its original colors show instead. discard; } } else if (pass_style[0] == 101.0) { float map_x = (gl_FragCoord.x + transform[0]) / transform[2]; float map_y = (window[1] - gl_FragCoord.y + transform[1]) / transform[2]; if (mod(map_x + map_y, 2.0) <= 0.5) { f_color = vec4(1.0, 1.0, 1.0, 1.0); } else { // Let the polygon with its original colors show instead. discard; } } else { f_color = pass_style; } }