#version 330 in vec4 vertexColor; in vec2 vertexTexCoords; uniform vec4 color; uniform bool useUniformColor; uniform bool visualizeTexCoords; uniform float texCoordScale; out vec4 result; void main() { result = (useUniformColor ? color : vertexColor); if(visualizeTexCoords) { //result.xyz *= fract(texCoordScale * vertexTexCoords.y); int cellId = (int(texCoordScale * vertexTexCoords.x) + int(texCoordScale * vertexTexCoords.y)); if(cellId % 2 == 0) ;//result.xyz *= 0.5 + 0.5 * fract(texCoordScale * vertexTexCoords.x); else result.xyz *= 0.3; //result.xyz *= 0.3 + 0.2 * fract(texCoordScale * vertexTexCoords.y); } }