gunkiss/src/mvp.frag

30 lines
666 B
GLSL

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