2015-11-02 04:00:27 +00:00
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varying vec2 texCoord;
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uniform sampler2D tex;
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2016-05-26 04:25:09 +00:00
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uniform vec2 texSize;
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2015-11-02 04:00:27 +00:00
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void main() {
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vec4 color = texture2D(tex, texCoord);
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vec3 arrayX[4];
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arrayX[0] = vec3(1.0, 0.2, 0.2);
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arrayX[1] = vec3(0.2, 1.0, 0.2);
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arrayX[2] = vec3(0.2, 0.2, 1.0);
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arrayX[3] = vec3(0.4, 0.4, 0.4);
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vec3 arrayY[4];
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arrayY[0] = vec3(1.0, 1.0, 1.0);
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arrayY[1] = vec3(1.0, 1.0, 1.0);
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arrayY[2] = vec3(1.0, 1.0, 1.0);
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arrayY[3] = vec3(0.8, 0.8, 0.8);
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color.rgb = pow(color.rgb * vec3(0.8, 0.8, 0.8), vec3(1.8, 1.8, 1.8)) + vec3(0.16, 0.16, 0.16);
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2016-05-26 04:25:09 +00:00
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color.rgb *= arrayX[int(mod(texCoord.s * texSize.x * 4.0, 4.0))];
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color.rgb *= arrayY[int(mod(texCoord.t * texSize.y * 4.0, 4.0))];
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2015-11-02 04:00:27 +00:00
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color.a = 0.5;
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gl_FragColor = color;
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}
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