LookingGlass/client/renderers/EGL/shader/cursor_rgb.frag

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#version 300 es
precision mediump float;
#include "color_blind.h"
in vec2 uv;
out vec4 color;
uniform sampler2D sampler1;
uniform float scale;
uniform int cbMode;
void main()
{
if (scale > 1.0)
{
vec2 ts = vec2(textureSize(sampler1, 0));
vec2 px = (uv - (0.5 / ts)) * ts;
if (px.x < 0.0 || px.y < 0.0)
discard;
color = texelFetch(sampler1, ivec2(px), 0);
}
else
color = texture(sampler1, uv);
if (cbMode > 0)
color = cbTransform(color, cbMode);
}