res/shaders/agb001.shader/agb001.fs (view raw)
1varying vec2 texCoord;
2uniform sampler2D tex;
3uniform vec2 texSize;
4
5void main() {
6 vec4 color = texture2D(tex, texCoord);
7 vec3 arrayX[3];
8 arrayX[0] = vec3(0.2, 0.2, 1.0);
9 arrayX[1] = vec3(0.2, 1.0, 0.2);
10 arrayX[2] = vec3(1.0, 0.2, 0.2);
11 vec3 arrayY[4];
12 arrayY[0] = vec3(1.0, 1.0, 1.0);
13 arrayY[1] = vec3(1.0, 1.0, 1.0);
14 arrayY[2] = vec3(1.0, 1.0, 1.0);
15 arrayY[3] = vec3(0.8, 0.8, 0.8);
16 color.rgb = pow(color.rgb * vec3(0.8, 0.8, 0.8), vec3(1.8, 1.8, 1.8)) + vec3(0.16, 0.16, 0.16);
17 color.rgb *= arrayX[int(mod(texCoord.s * texSize.x * 3.0, 3.0))];
18 color.rgb *= arrayY[int(mod(texCoord.t * texSize.y * 4.0, 4.0))];
19 color.a = 0.5;
20 gl_FragColor = color;
21}