Ennix/shaders/main.frag

25 lines
597 B
GLSL

#version 330 core
in vec2 TexCoords;
out vec4 color;
uniform sampler2D image;
uniform vec3 spriteColor;
uniform float spriteX;
uniform float spriteY;
void main() {
float r = (48.0 / 512.0);
float x = TexCoords.x * r + (int(spriteX * 10)) * r;
// float y = TexCoords.y * r + (int(spriteY * 10)) * r;
float y = TexCoords.y * r;
float minb = 0.005;
float maxb = 0.995;
if (TexCoords.x <= minb || TexCoords.x >= maxb
|| TexCoords.y <= minb || TexCoords.y >= maxb) {
color = vec4(1,0,0,1);
} else {
color = texture(image, vec2(x, y));
}
}