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ad7aaa8f2a
OpenGL has been supporting this since version 3.3 and Vulkan requires it so it's the way to go.
11 lines
243 B
GLSL
11 lines
243 B
GLSL
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in vec2 TexCoord;
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layout(location=0) out vec4 FragColor;
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uniform sampler2D SceneTexture;
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void main()
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{
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vec4 color = texture(SceneTexture, Offset + TexCoord * Scale);
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FragColor = vec4(max(max(color.r, color.g), color.b), 0.0, 0.0, 1.0);
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}
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