8 lines
180 B
GLSL
8 lines
180 B
GLSL
|
|
out vec4 sk_FragColor;
|
|
layout (binding = 0) uniform sampler2D t;
|
|
void main() {
|
|
vec4 c = textureLod(t, vec2(0.0), 0.0);
|
|
sk_FragColor = c * textureLod(t, vec3(1.0), 0.0);
|
|
}
|