// missing_texture.glsl extern float scale = 16.0; vec4 effect(vec4 color, Image texture, vec2 uv, vec2 screen_coords) { vec4 tex = Texel(texture, uv); // checker pattern float cx = floor(screen_coords.x / scale); float cy = floor(screen_coords.y / scale); float checker = mod(cx + cy, 2.0); vec3 magenta = vec3(1.0, 0.0, 1.0); vec3 black = vec3(0.0, 0.0, 0.0); vec3 pattern = mix(magenta, black, checker); return vec4(pattern, tex.a) * color; }