gunkiss/src/mvp.frag

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#version 130
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in vec3 ex_color;
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in float x;
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in vec2 uv;
uniform sampler2D pudding_texture;
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void main(void)
{
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// vec3 shadowed = min(ex_color, 1.0);
// float dx = abs(floor(gl_FragCoord[0]) - 480) / 480.0;
// if (int(floor(gl_FragCoord[0] / 3) + floor(gl_FragCoord[1]) / 3) % 2 == 0)
// {
// gl_FragColor = vec4(shadowed * 1.3, 1);
// }
// else
// {
// gl_FragColor = vec4(shadowed * 0.6, 1);
// }
// gl_FragColor[0] = int(gl_FragColor[0] * 4) / 4.0;
// gl_FragColor[1] = int(gl_FragColor[1] * 4) / 4.0;
// gl_FragColor[2] = int(gl_FragColor[2] * 4) / 4.0;
// gl_FragColor *= x;
gl_FragColor = texture(pudding_texture, uv);
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}