#version 430 #if defined VERTEX_SHADER in vec3 in_position; void main() { gl_Position = vec4(in_position, 1); } #elif defined FRAGMENT_SHADER uniform sampler2D texture0; out vec4 fragColor; void main() { vec2 texel = gl_FragCoord.xy / textureSize(texture0, 0); texel.y = textureSize(texture0, 0).y-texel.y; fragColor = texture(texture0, texel); } #endif