#version 330
							 | 
						|
								
							 | 
						|
								in vec2 fragTexCoord;
							 | 
						|
								
							 | 
						|
								out vec4 fragColor;
							 | 
						|
								
							 | 
						|
								uniform sampler2D texture0;
							 | 
						|
								uniform vec4 tintColor;
							 | 
						|
								
							 | 
						|
								// NOTE: Add here your custom variables 
							 | 
						|
								
							 | 
						|
								float hatchOffsetY = 5.0f;
							 | 
						|
								float lumThreshold01 = 0.9f;
							 | 
						|
								float lumThreshold02 = 0.7f;
							 | 
						|
								float lumThreshold03 = 0.5f;
							 | 
						|
								float lumThreshold04 = 0.3f;
							 | 
						|
								
							 | 
						|
								void main()
							 | 
						|
								{
							 | 
						|
								    vec3 tc = vec3(1.0, 1.0, 1.0);
							 | 
						|
								    float lum = length(texture2D(texture0, fragTexCoord).rgb);
							 | 
						|
								
							 | 
						|
								    if (lum < lumThreshold01) 
							 | 
						|
								    {
							 | 
						|
								        if (mod(gl_FragCoord.x + gl_FragCoord.y, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0);
							 | 
						|
								    }
							 | 
						|
								
							 | 
						|
								    if (lum < lumThreshold02) 
							 | 
						|
								    {
							 | 
						|
								        if (mod(gl_FragCoord .x - gl_FragCoord .y, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0);
							 | 
						|
								    }
							 | 
						|
								
							 | 
						|
								    if (lum < lumThreshold03) 
							 | 
						|
								    {
							 | 
						|
								        if (mod(gl_FragCoord .x + gl_FragCoord .y - hatchOffsetY, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0);
							 | 
						|
								    }
							 | 
						|
								
							 | 
						|
								    if (lum < lumThreshold04) 
							 | 
						|
								    {
							 | 
						|
								        if (mod(gl_FragCoord .x - gl_FragCoord .y - hatchOffsetY, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0);
							 | 
						|
								    }
							 | 
						|
								
							 | 
						|
								    fragColor = vec4(tc, 1.0);
							 | 
						|
								}
							 |