32 lines
551 B
GLSL
32 lines
551 B
GLSL
varying vec2 TEX0;
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#if defined(VERTEX)
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void main()
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{
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TEX0 = vec2(gl_MultiTexCoord0.x, 1.0-gl_MultiTexCoord0.y)*1.0001;
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gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
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}
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#elif defined(FRAGMENT)
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uniform sampler2D Texture;
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void main()
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{
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vec2 winsize = vec2(640.0,480.0);
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vec2 pixpos = TEX0 * winsize;
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float y = floor(pixpos.y);
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if (mod(y,4.0) == 0.0)
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{
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vec4 color = texture2D(Texture, TEX0);
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vec4 blend = vec4(0.8, 0.8, 0.8, 1.0);
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gl_FragColor = color * blend;
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}
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else
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{
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gl_FragColor = texture2D(Texture, TEX0);
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}
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}
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#endif |