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Complete Stage 12 for v0.12.0
2026-11-05 11:46:53 +03:00

11 lines
303 B
GLSL

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