[vert.glsl] #version 120 attribute vec2 in_Position; varying vec4 pass_Position; void main(void) { pass_Position = vec4(0.5 * in_Position + 0.5, 0.0, 1.0); gl_Position = vec4(in_Position, 0.5, 1.0); } [frag.glsl] #version 120 uniform sampler2D u_Texture; varying vec4 pass_Position; float segdist(vec2 p1, vec2 p2, vec2 a) { float d = max(1e-10, dot(p2 - p1, p2 - p1)); float t = clamp(dot(a - p1, p2 - p1) / d, 0.0, 1.0); return distance(a, mix(p1, p2, t)); } void main(void) { float width = 800.0; float height = 600.0; float texture_width = 256.0; float line_width = 1.2; float dot_size = 1.0; vec4 delta = vec4(1.0 / texture_width, 0.0, 2.0 / texture_width, 0.0); vec2 p = pass_Position.xy; vec2 tc = vec2(floor(p.x * texture_width) / texture_width, p.y); float t = p.x * texture_width - floor(p.x * texture_width); vec4 c; c[0] = texture2D(u_Texture, tc - delta.xy).x; c[1] = texture2D(u_Texture, tc).x; c[2] = texture2D(u_Texture, tc + delta.xy).x; c[3] = texture2D(u_Texture, tc + delta.zw).x; /* Find the 4 closest points in screen space */ vec2 p0 = vec2((tc.x - delta.x) * width, c[0] * height); vec2 p1 = vec2((tc.x ) * width, c[1] * height); vec2 p2 = vec2((tc.x + delta.x) * width, c[2] * height); vec2 p3 = vec2((tc.x + delta.z) * width, c[3] * height); vec2 a = vec2(p.x * width, p.y * height); /* Compute distance to segments */ float d = segdist(p0, p1, a); d = min(d, segdist(p1, p2, a)); d = min(d, segdist(p2, p3, a)); /* Compute distance to dots */ d = min(d, length(a - p0) - dot_size); d = min(d, length(a - p1) - dot_size); d = min(d, length(a - p2) - dot_size); d = min(d, length(a - p3) - dot_size); /* Add line width */ float lum = clamp(line_width - d, 0.0, 1.0); /* Compensate for sRGB */ lum = pow(1.0 - lum, 1.0 / 2.4); /* Choose some funny colours */ gl_FragColor = vec4(mix(p.x, 1.0, lum), lum, lum, 1.0); }