#version 460 layout(location = 0) out vec4 frag_color; layout(location = 0) in vec2 startCoord; layout(location = 1) flat in vec4 fColor; layout(binding = 0) uniform sampler2D image; uniform float scale; void main() { frag_color = texture(image, (gl_FragCoord.xy - startCoord)/(2*scale)/textureSize(image, 0)); frag_color.a *= fColor.a; frag_color.rgb += fColor.rgb; }