#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); }