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https://github.com/gnif/LookingGlass.git
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33 lines
788 B
GLSL
33 lines
788 B
GLSL
#version 300 es
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#extension GL_OES_EGL_image_external_essl3 : enable
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precision highp float;
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in vec2 fragCoord;
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out vec4 fragColor;
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uniform sampler2D sampler1;
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uniform vec2 outputSize;
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void main()
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{
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uvec2 inputSize = uvec2(textureSize(sampler1, 0));
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uvec2 outputPos = uvec2(fragCoord * outputSize);
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uint fst = outputPos.x * 3u / 4u;
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vec4 color_0 = texelFetch(sampler1, ivec2(fst, outputPos.y), 0);
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uint snd = (outputPos.x * 3u + 1u) / 4u;
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vec4 color_1 = texelFetch(sampler1, ivec2(snd, outputPos.y), 0);
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uint trd = (outputPos.x * 3u + 2u) / 4u;
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vec4 color_2 = texelFetch(sampler1, ivec2(trd, outputPos.y), 0);
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fragColor.bgra = vec4(
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color_0.barg[outputPos.x % 4u],
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color_1.gbar[outputPos.x % 4u],
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color_2.rgba[outputPos.x % 4u],
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1.0
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);
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}
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