/* SPDX-FileCopyrightText: 2025 Blender Authors * * SPDX-License-Identifier: GPL-2.0-or-later */ #include "gpu_shader_common_color_utils.glsl" #include "infos/gpu_shader_sequencer_infos.hh" FRAGMENT_SHADER_CREATE_INFO(gpu_shader_sequencer_zebra) void main() { float4 color = texture(image, texCoord_interp); if (img_premultiplied) { color_alpha_unpremultiply(color, color); } fragColor = float4(0.0); int phase = int(mod((gl_FragCoord.x + gl_FragCoord.y), 6.0f)); if (any(greaterThan(color.rgb, float3(zebra_limit)))) { if (phase == 4) { fragColor = float4(0.0f, 0.0f, 0.0f, 0.85f); } else if (phase >= 3) { fragColor = float4(1.0f, 0.0f, 0.5f, 0.95f); } } }