// ShaderScalarField::fragmentShaderText PRECISON; VARYING_FRAG vec3 color; VARYING_FRAG float scalar; FRAG_OUT_DEF; void main() { float s = scalar * 50.0; if( s - floor(s) <= 0.01 ) gl_FragColor = vec4(0.0); else gl_FragColor = vec4(color, 0.0); }