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20 lines
504 B
GLSL
20 lines
504 B
GLSL
#version 450
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layout(location = 0) in vec2 vUV;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 0) uniform sampler2D uImage;
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layout(push_constant) uniform Screen {
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vec2 size;
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vec2 offset;
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} uScreen;
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layout(constant_id = 0) const float Scale = 1.0;
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void main() {
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vec2 uv = (vUV - uScreen.offset) / uScreen.size;
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if (uv.x < 0.0 || uv.x > 1.0 || uv.y < 0.0 || uv.y > 1.0) {
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FragColor = vec4(0, 0, 0, 1);
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} else {
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FragColor = Scale * textureLod(uImage, uv, 0.0);
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}
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}
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