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blender-archive/source/blender/gpu/shaders/gpu_shader_diag_stripes_frag.glsl

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GLSL

uniform vec4 color1;
uniform vec4 color2;
uniform int size1;
uniform int size2;
out vec4 fragColor;
void main()
{
float phase = mod((gl_FragCoord.x + gl_FragCoord.y), (size1 + size2));
if (phase < size1)
{
fragColor = color1;
}
else {
fragColor = color2;
}
}