16 lines
456 B
GLSL
16 lines
456 B
GLSL
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#version 330
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uniform sampler2D texture0;
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uniform ivec2 texture0_size;
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uniform float px_per_tx;
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in vec2 fragTexCoord;
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in vec4 fragColor;
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out vec4 finalColor;
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void main() { vec2 uv = vec2(fragTexCoord.x, fragTexCoord.y);
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vec2 tx = uv * vec2(texture0_size);
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vec2 off = clamp(fract(tx) * px_per_tx, 0, 0.5) - clamp((1 - fract(tx)) * px_per_tx, 0, 0.5);
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vec2 pos = (floor(tx) + 0.5 + off) / vec2(texture0_size);
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finalColor = texture(texture0, pos);
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}
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