Ashflow/resources/render_to_screen.glsl
2025-01-18 16:52:43 +01:00

23 lines
377 B
GLSL

#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