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// Cross.osl

shader
Cross(
    float s = 0 
       [[
       int lockgeom = 0,
       string widget = "null",
       ]],
    float t = 0
       [[
       int lockgeom = 0,
       string widget = "null",
       ]],
   float s_offset = 0.5,
   float s_width = 0.2,
   float t_offset = 0.5,
   float t_width = 0.2,
   
   color base_color = color(1,1,1),
   color pat_color = color(1,0,0),
   output color resultRGB = 0)
{
float ss = s - floor(s);
float tt = t - floor(t);

float left = s_offset - s_width/2;
float right = s_offset + s_width/2;
float top = t_offset + t_width/2;
float bottom = t_offset - t_width/2;

//
if(ss >= left && ss <= right || tt >= bottom && tt <= top)
   resultRGB = pat_color;
else
   resultRGB = base_color;
}

 

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