# version 100 precision mediump float; // Input vertex attributes (from vertex shader) varying vec2 fragTexCoord; varying vec4 fragColor; // Input uniform values uniform sampler2D texture0; uniform vec4 fragTintColor; // NOTE: Add here your custom variables const float renderWidth = 1280; const float renderHeight = 720; float stitchingSize = 6.0f; uniform int invert = 0; vec4 PostFX(sampler2D tex, vec2 uv) { vec4 c = vec4(0.0); float size = stitchingSize; vec2 cPos = uv * vec2(renderWidth, renderHeight); vec2 tlPos = floor(cPos / vec2(size, size)); tlPos *= size; int remX = int(mod(cPos.x, size)); int remY = int(mod(cPos.y, size)); if (remX == 0 && remY == 0) tlPos = cPos; vec2 blPos = tlPos; blPos.y += (size - 1.0); if ((remX == remY) || (((int(cPos.x) - int(blPos.x)) == (int(blPos.y) - int(cPos.y))))) { if (invert == 1) c = vec4(0.2, 0.15, 0.05, 1.0); else c = texture2D(tex, tlPos * vec2(1.0/renderWidth, 1.0/renderHeight)) * 1.4; } else { if (invert == 1) c = texture2D(tex, tlPos * vec2(1.0/renderWidth, 1.0/renderHeight)) * 1.4; else c = vec4(0.0, 0.0, 0.0, 1.0); } return c; } void main() { vec3 tc = PostFX(texture0, fragTexCoord).rgb; gl_FragColor = vec4(tc, 1.0); }