Tweak fullscreen texture shaders
This commit is contained in:
@@ -0,0 +1,12 @@
|
||||
#version 430 core
|
||||
in vec2 vTexPos;
|
||||
out vec4 fColor;
|
||||
|
||||
uniform sampler2D screenTexture;
|
||||
|
||||
void main()
|
||||
{
|
||||
fColor = texture(screenTexture, vTexPos);
|
||||
float av = (fColor.r + fColor.g + fColor.b) / 3.0;
|
||||
fColor = vec4(av,av,av,1.0);
|
||||
}
|
||||
@@ -0,0 +1,10 @@
|
||||
#version 430 core
|
||||
layout (location = 0) in vec2 pos;
|
||||
layout (location = 1) in vec2 texPos;
|
||||
out vec2 vTexPos;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = vec4(pos,0,1);
|
||||
vTexPos = texPos;
|
||||
}
|
||||
Reference in New Issue
Block a user