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