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loop/shader/texture/barrel.frag
T
2025-11-15 13:21:11 +00:00

11 lines
247 B
GLSL

#version 450 core
in vec2 texPos;
in vec2 distmask;
out vec4 fColor;
layout (binding = 1) uniform sampler2D screenTexture;
float x = min(1, dot(distmask,distmask));
void main()
{
fColor = mix(texture(screenTexture, texPos),vec4(1,0,0,1),x);
}