2023-02-24 13:25:59 +01:00

20 lines
420 B
GLSL

#version 330
layout (location=0) out vec4 frag_color;
uniform sampler2D image;
flat in vec4 fColor;
in vec2 startCoord;
uniform bool pressed;
uniform float scale;
uniform vec2 randomOffset;
void main() {
frag_color = texture(image, (gl_FragCoord.xy - startCoord)/(2*scale)/textureSize(image, 0) + randomOffset);
frag_color.a *= fColor.a;
frag_color.rgb += fColor.rgb;
if(pressed) {
frag_color.rgb *= 0.8;
}
}