uniform float4x4 ViewProj; uniform float4 color = {1.0, 1.0, 1.0, 1.0}; uniform float2 size; uniform float2 count_inv; struct VertInOut { float4 pos : POSITION; float2 uv : TEXCOORD0; }; VertInOut VSStripedLine(VertInOut vert_in) { VertInOut vert_out; vert_out.pos = mul(float4(vert_in.pos.xyz, 1.0), ViewProj); vert_out.uv = vert_in.uv; return vert_out; } float4 PSStripedLine(VertInOut vert_in) : TARGET { float2 multiplier = floor(fmod(vert_in.uv * size * count_inv, float2(2.0, 2.0))); if (size.x == 0.0) { multiplier.x = 1.0; } else { multiplier.y = 1.0; } return color * multiplier.xxxx * multiplier.yyyy; } technique StripedLine { pass { vertex_shader = VSStripedLine(vert_in); pixel_shader = PSStripedLine(vert_in); } }