16 lines
348 B
GLSL
16 lines
348 B
GLSL
#version 310 es
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precision mediump float;
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precision highp int;
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layout(binding = 0) uniform mediump sampler2D uTexture;
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layout(location = 0) out vec4 FragColor;
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void main()
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{
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ivec2 _22 = ivec2(gl_FragCoord.xy);
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FragColor = texelFetchOffset(uTexture, _22, 0, ivec2(1));
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FragColor += texelFetchOffset(uTexture, _22, 0, ivec2(-1, 1));
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}
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