#version 300 es
@builtin_ext@
@builtin@

precision mediump float;

uniform sampler2D in_tex;
out vec4 out_color;
in mediump vec2 uvpos;
uniform float progress;

void main()
{
    vec4 c = get_pixel(uvpos);
    vec4 oc = c;
    if (mod(gl_FragCoord.x - 0.5, 3.0) == 0.0 || mod(gl_FragCoord.y - 0.5, 3.0) == 0.0)
    {
        c.r *= 0.75;
        c.g *= 0.75;
        c.b *= 0.75;
    } else
    {
        c.r *= 1.25;
        c.g *= 1.25;
        c.b *= 1.25;
    }
    out_color = mix(oc, c, progress);
}