#version 130 in vec3 ex_Color; in float x; void main(void) { vec3 shadowed = ex_Color; float r = min(1, shadowed[0]); float g = min(1, shadowed[1]); float b = min(1, shadowed[2]); 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(vec3(r, g, b) * 1.3, 1); } else { gl_FragColor = vec4(vec3(r, g, b) * 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; }