2025-05-02 15:49:01 +02:00

17 lines
377 B
GLSL

#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;
}