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