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17 lines
384 B
GLSL
17 lines
384 B
GLSL
#version 330 core
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out vec4 FragColor;
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in vec3 ourColor;
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in vec2 TexCoord;
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uniform sampler2D ourTexture;
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uniform ivec2 viewportSize;
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void main()
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{
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ivec2 txtSize = textureSize(ourTexture, 0);
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vec2 coord = vec2(gl_FragCoord.x / txtSize.x, (viewportSize.y - gl_FragCoord.y) / txtSize.y);
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float rest = coord.y - floor(coord.y);
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FragColor = texture(ourTexture, coord);
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} |