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11 lines
303 B
GLSL
11 lines
303 B
GLSL
#version 330 core
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uniform sampler2D tex0;
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in vec2 uv;
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flat in vec4 bounds;
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out vec4 color;
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void main() {
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vec2 halfTexel=0.5/vec2(textureSize(tex0,0));
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float mask=texture(tex0,clamp(uv,min(bounds.xy,bounds.zw)+halfTexel,max(bounds.xy,bounds.zw)-halfTexel)).r;
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color=vec4(mask,0.0,0.0,1.0);
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}
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