lightOverShapeShader.frag 258 B

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  1. uniform sampler2D emissionTexture;
  2. uniform vec2 targetSizeInv;
  3. void main() {
  4. vec2 targetCoords = gl_FragCoord.xy * targetSizeInv;
  5. vec4 emissionColor = texture2D(emissionTexture, targetCoords);
  6. gl_FragColor = vec4(emissionColor.rgb, 1.0);
  7. }