tmp = texture2D(tex, Texcoord);
if ((tmp.r + tmp.g+tmp.b) > 0.45) {
discard;
}
gl_FragColor = color;
i = int(mod(Texcoord.s*10.0,2.0));
j = int(mod(Texcoord.t*10.0,2.0));
if (( i == 1 && j == 0 )|| (i == 0 && j == 1)) {
gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0) - color;
} else {
gl_FragColor = color;
}
vec2 position;
vec2 useBrick;
// should be uniform variables.
vec2 brickPct = vec2(0.96, 0.96);
vec2 brickSize = vec2(0.5, 0.25);
position = Position / brickSize;
if (fract(position.y * 0.5 ) > 0.5)
position.x += 0.5;
position = fract(position);
useBrick = step(position, brickPct);
gl_FragColor = mix(vec4(0.0, 0.0, 0.0, 1.0), color,
useBrick.x * useBrick.y);