26 lines
661 B
GLSL
26 lines
661 B
GLSL
#version 130
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in vec3 ex_Color;
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in float x;
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void main(void)
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{
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vec3 shadowed = ex_Color;
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float r = min(1, shadowed[0]);
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float g = min(1, shadowed[1]);
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float b = min(1, shadowed[2]);
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float dx = abs(floor(gl_FragCoord[0]) - 480) / 480.0;
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if (int(floor(gl_FragCoord[0] / 3) + floor(gl_FragCoord[1]) / 3) % 2 == 0)
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{
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gl_FragColor = vec4(vec3(r, g, b) * 1.3, 1);
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}
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else
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{
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gl_FragColor = vec4(vec3(r, g, b) * 0.6, 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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