#version 110 uniform sampler2D tex0; uniform float time; uniform vec2 resolution; uniform float stitching_size; uniform bool invert; varying vec2 vTexCoord; vec4 PostFX(sampler2D tex, vec2 uv, float time) { vec4 c = vec4(0.0); float size = stitching_size; vec2 cPos = uv * resolution; 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) c = vec4(0.2, 0.15, 0.05, 1.0); else c = texture2D(tex, tlPos * vec2(1.0/resolution.x, 1.0/resolution.y)) * 1.4; } else { if (!invert) c = texture2D(tex, tlPos * vec2(1.0/resolution.x, 1.0/resolution.y)) * 1.4; else c = vec4(0.0, 0.0, 0.0, 1.0); } return c; } void main(void) { vec2 uv = vTexCoord; gl_FragColor = PostFX(tex0, uv, time); }