30 lines
666 B
GLSL
30 lines
666 B
GLSL
#version 130
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in vec3 ex_color;
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in float x;
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in vec2 uv;
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uniform sampler2D pudding_texture;
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void color()
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{
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vec3 shadowed = min(ex_color, 1.0);
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float dx = abs(floor(gl_FragCoord[0]) - 480) / 480.0;
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if (int(floor(gl_FragCoord[0] / 2) + floor(gl_FragCoord[1]) / 2) % 2 == 0)
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{
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gl_FragColor = vec4(shadowed * 1.2, 1);
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}
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else
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{
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gl_FragColor = vec4(shadowed * 0.7, 1);
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}
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gl_FragColor[0] = int(gl_FragColor[0] * 4) / 4.0;
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gl_FragColor[1] = int(gl_FragColor[1] * 4) / 4.0;
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gl_FragColor[2] = int(gl_FragColor[2] * 4) / 4.0;
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gl_FragColor *= x;
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}
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void main()
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{
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gl_FragColor = texture(pudding_texture, uv);
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}
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