res/shaders/ags001.shader/ags001.fs (view raw)
1varying vec2 texCoord;
2uniform sampler2D tex;
3
4void main() {
5 vec4 color = texture2D(tex, texCoord);
6 vec3 arrayX[4];
7 arrayX[0] = vec3(1.0, 0.2, 0.2);
8 arrayX[1] = vec3(0.2, 1.0, 0.2);
9 arrayX[2] = vec3(0.2, 0.2, 1.0);
10 arrayX[3] = vec3(0.4, 0.4, 0.4);
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(0.9, 0.9, 0.9);
16 color.rgb = pow(color.rgb, vec3(1.6, 1.6, 1.6));
17 color.rgb *= arrayX[int(mod(texCoord.s * 960.0, 4.0))];
18 color.rgb *= arrayY[int(mod(texCoord.t * 640.0, 4.0))];
19 color.a = 0.8;
20 gl_FragColor = color;
21}