in vec2 TexCoord; out vec4 FragColor; uniform sampler2D SceneTexture; uniform vec2 Scale; uniform vec2 Offset; void main() { vec4 color = texture(SceneTexture, Offset + TexCoord * Scale); FragColor = vec4(max(max(color.r, color.g), color.b), 0.0, 0.0, 1.0); }