snake

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frag.glsl (481B)


      1 #version 330 core
      2 precision mediump float;
      3 
      4 layout(location = 0) out vec4 diffuseColor;
      5 uniform int u_map[32];
      6 uniform vec2 u_resolution;
      7 uniform vec2 u_food;
      8 
      9 void main()
     10 {
     11     vec2 st = (gl_FragCoord.xy / u_resolution.xy) * 32.0;
     12     uint x = uint(floor(st.x));
     13     uint y = uint(floor(st.y));
     14     diffuseColor.g = float(uint(u_map[y]) & uint(1 << x));
     15     diffuseColor.r = float(x == uint(u_food.x) && y == uint(u_food.y));
     16     diffuseColor.b = 0.0;
     17     diffuseColor.a = 1.0;
     18 }