#version 440 | |
layout(location = 0) in vec2 v_texcoord; | |
layout(location = 0) out vec4 fragColor; | |
layout(std140, binding = 0) uniform buf { | |
mat4 mvp; | |
int flip; | |
} ubuf; | |
layout(binding = 1) uniform sampler2DMS tex; | |
void main() | |
{ | |
ivec2 tc = ivec2(floor(vec2(textureSize(tex)) * v_texcoord)); | |
vec4 c = texelFetch(tex, tc, 0) + texelFetch(tex, tc, 1) + texelFetch(tex, tc, 2) + texelFetch(tex, tc, 3); | |
c /= 4.0; | |
fragColor = vec4(c.rgb * c.a, c.a); | |
} |