ppsspp/assets/shaders/checkers.fsh

23 lines
415 B
GLSL

#ifdef GL_ES
precision mediump float;
precision mediump int;
#endif
uniform sampler2D sampler0;
// The inverse of the texture dimensions along X and Y
uniform vec2 u_texelDelta;
varying vec2 v_texcoord0;
void main() {
vec2 coord = v_texcoord0 / u_texelDelta;
int x = int(floor(coord.x));
int y = int(floor(coord.y));
int a = (x ^ y) & 1;
gl_FragColor.xyz = vec3(float(a));
gl_FragColor.a = 1.0;
}