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let vertexShader = ` varying vec3 vPos; void main() { vPos = position; gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0); }`; let fragmentShader = ` varying vec3 vPos; uniform vec3 size; uniform float thickness; uniform float smoothness; void main() { float a = smoothstep(thickness, thickness + smoothness, length(abs(vPos.xy) - size.xy)); a *= smoothstep(thickness, thickness + smoothness, length(abs(vPos.yz) - size.yz)); a *= smoothstep(thickness, thickness + smoothness, length(abs(vPos.xz) - size.xz)); vec3 c = mix(vec3(0,0,0), vec3(1,1,1), a); gl_FragColor = vec4(c, 1.0); }`;
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