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