Files
paku/data/lynx.glsl
T

47 lines
1.0 KiB
GLSL

varying vec2 tex_coord;
varying vec2 pix_coord;
#if defined(VERTEX)
void main()
{
pix_coord = vec2(gl_MultiTexCoord0.x, 1.0-gl_MultiTexCoord0.y)*1.0001;
tex_coord = vec2((gl_Vertex.x+1.0)*0.5, (-gl_Vertex.y+1.0)*0.5);
vec4 pos = vec4(gl_Vertex.x * 2.0, gl_Vertex.y * 2.0, gl_Vertex.z, gl_Vertex.w);
gl_Position = gl_Vertex;
}
#elif defined(FRAGMENT)
uniform sampler2D Texture;
void main()
{
float x = sign(pix_coord.x)*floor(abs(pix_coord.x)+0.5);
float column = mod(x,4.0);
float y = sign(pix_coord.y)*floor(abs(pix_coord.y)+0.5);
float row = mod(y,4.0);
vec4 color = texture2D(Texture, tex_coord);
vec4 newcolor;
if (column == 0.0) {
newcolor = color * vec4(0.95, 0.95, 0.95, 1.0);
} else {
newcolor = color;
}
if (row == 0.0) {
newcolor = newcolor * vec4(0.5, 0.5, 0.5, 1.0);
} else if (row == 1.0) {
newcolor = newcolor * vec4(0.8, 0.8, 0.8, 1.0);
} else if (row == 3.0) {
newcolor = newcolor * vec4(0.8, 0.8, 0.8, 1.0);
} else {
newcolor = newcolor;
}
gl_FragColor = newcolor;
}
#endif