#version 440 layout(std140, binding = 0) uniform buf { mat4 qt_Matrix; float qt_Opacity; vec4 color1; vec4 color2; vec2 pixelSize; } ubuf; layout(location = 0) in vec2 qt_TexCoord0; layout(location = 0) out vec4 fragColor; void main() { vec2 tc = sign(sin(3.14159265358979323846 * qt_TexCoord0 * ubuf.pixelSize)); if (tc.x != tc.y) fragColor = ubuf.color1; else fragColor = ubuf.color2; }