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