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/* | ||
* Copyright 2021 Google LLC | ||
* | ||
* Licensed under the Apache License, Version 2.0 (the "License"); | ||
* you may not use this file except in compliance with the License. | ||
* You may obtain a copy of the License at | ||
* | ||
* http://www.apache.org/licenses/LICENSE-2.0 | ||
* | ||
* Unless required by applicable law or agreed to in writing, software | ||
* distributed under the License is distributed on an "AS IS" BASIS, | ||
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. | ||
* See the License for the specific language governing permissions and | ||
* limitations under the License. | ||
*/ | ||
#version 330 | ||
#extension GL_ARB_separate_shader_objects : enable | ||
#extension GL_ARB_shading_language_420pack : enable | ||
precision mediump float; | ||
|
||
layout (binding = 0) uniform sampler2D u_Texture; | ||
layout (location = 0) in vec2 v_TexCoords; | ||
layout (location = 1) in vec2 u_Start; | ||
layout (location = 2) in vec2 u_End; | ||
layout (location = 0) out vec4 o_FragColor; | ||
|
||
void main() { | ||
vec2 coords = u_Start + v_TexCoords * (u_End - u_Start); | ||
o_FragColor = texture(u_Texture, v_TexCoords); | ||
} |
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