mgba/res/shaders/ags001.shader/ags001.fs

22 lines
620 B
GLSL

varying vec2 texCoord;
uniform sampler2D tex;
uniform vec2 texSize;
void main() {
vec4 color = texture2D(tex, texCoord);
vec3 arrayX[3];
arrayX[0] = vec3(0.2, 0.2, 1.0);
arrayX[1] = vec3(0.2, 1.0, 0.2);
arrayX[2] = vec3(1.0, 0.2, 0.2);
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 * texSize.x * 3.0, 3.0))];
color.rgb *= arrayY[int(mod(texCoord.t * texSize.y * 4.0, 4.0))];
color.a = 0.8;
gl_FragColor = color;
}