#version 130 in vec3 ex_color; in float x; in vec2 uv; uniform sampler2D pudding_texture; void color() { vec3 shadowed = min(ex_color, 1.0); float dx = abs(floor(gl_FragCoord[0]) - 480) / 480.0; if (int(floor(gl_FragCoord[0] / 2) + floor(gl_FragCoord[1]) / 2) % 2 == 0) { gl_FragColor = vec4(shadowed * 1.2, 1); } else { gl_FragColor = vec4(shadowed * 0.7, 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; } void main() { gl_FragColor = texture(pudding_texture, uv); }