varying vec2 texCoord; uniform sampler2D tex; void main() { vec4 color = texture2D(tex, texCoord); vec3 arrayX[4]; arrayX[0] = vec3(1.0, 0.2, 0.2); arrayX[1] = vec3(0.2, 1.0, 0.2); arrayX[2] = vec3(0.2, 0.2, 1.0); arrayX[3] = vec3(0.4, 0.4, 0.4); vec3 arrayY[4]; arrayY[0] = vec3(1.0, 1.0, 1.0); arrayY[1] = vec3(1.0, 1.0, 1.0); arrayY[2] = vec3(1.0, 1.0, 1.0); arrayY[3] = vec3(0.9, 0.9, 0.9); color.rgb = pow(color.rgb, vec3(1.6, 1.6, 1.6)); color.rgb *= arrayX[int(mod(texCoord.s * 960.0, 4.0))]; color.rgb *= arrayY[int(mod(texCoord.t * 640.0, 4.0))]; color.a = 0.8; gl_FragColor = color; }