16 lines
280 B
GLSL
16 lines
280 B
GLSL
#header
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out vec4 FragColor;
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in vec2 v_uv;
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uniform sampler2D input_texture;
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layout(std140, binding = 1) uniform Jfa {
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float u_offset;
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vec2 u_resolution;
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};
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void main() {
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vec4 sample_value = texture(input_texture, v_uv);
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FragColor = vec4(v_uv * sample_value.a, 0, 1);
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}
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