13 lines
264 B
GLSL
13 lines
264 B
GLSL
// plain vanilla (non CRT) screen shader
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precision mediump float;
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uniform sampler2D fbo_texture;
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uniform float elapsed_time;
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in vec2 f_texcoord;
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out vec4 f_outPixel;
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void main(void) {
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vec2 texcoord = f_texcoord;
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f_outPixel = texture(fbo_texture, texcoord);
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}
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