SPIRV-Cross/shaders-hlsl/frag/texel-fetch-offset.frag

11 lines
311 B
GLSL
Raw Normal View History

#version 310 es
precision mediump float;
layout(location = 0) out vec4 FragColor;
layout(binding = 0) uniform sampler2D uTexture;
void main()
{
FragColor = texelFetchOffset(uTexture, ivec2(gl_FragCoord.xy), 0, ivec2(1, 1));
FragColor += texelFetchOffset(uTexture, ivec2(gl_FragCoord.xy), 0, ivec2(-1, 1));
}