10 lines
167 B
GLSL
10 lines
167 B
GLSL
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uniform sampler1D tex;
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out vec4 fragment;
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in vec4 gl_FragCoord;
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/* 1D texture mapping */
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void main() {
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fragment.r = texelFetch(tex, int(gl_FragCoord.x), 0).r;
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}
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