http://learningwebgl.com/blog/?p=2858
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEix4A9Bs5YEVNBKCah0mEs7Bal56ltGmzeAEc1tjMCTAn3o-BisMxywOmUL5LrX_PyULdOCA9p8sMLnrw8OHyFa6Vtl9TOu_EXkbqMH16ixXc0vDvAMHhxEbTKB_Y22ZY9D7V69f4CQcxth/s400/monkey.jpg)
//Source
//http://learningwebgl.com/blog/?p=2858
uniform sampler2D bgl_RenderedTexture;
void main()
{
float lum = length(texture2D(bgl_RenderedTexture, gl_TexCoord[0].xy).rgb);
gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
if (lum < 1.00) {
if (mod(gl_FragCoord.x + gl_FragCoord.y, 10.0) == 0.0) {
gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
}
}
if (lum < 0.75) {
if (mod(gl_FragCoord.x - gl_FragCoord.y, 10.0) == 0.0) {
gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
}
}
if (lum < 0.50) {
if (mod(gl_FragCoord.x + gl_FragCoord.y - 5.0, 10.0) == 0.0) {
gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
}
}
if (lum < 0.3) {
if (mod(gl_FragCoord.x - gl_FragCoord.y - 5.0, 10.0) == 0.0) {
gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
}
}
}
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