#version 330 core uniform sampler2D src_color; in vec2 f_pos; layout (std140) uniform u_locals { vec4 nul; }; layout (std140) uniform u_globals { mat4 view_mat; mat4 proj_mat; vec4 cam_pos; vec4 focus_pos; vec4 view_distance; vec4 time_of_day; vec4 tick; }; out vec4 tgt_color; void main() { // Uncomment to invert colors //tgt_color = vec4(vec3(1.0, 1.0, 1.0) - texture2D(src_color, (f_pos + 1.0) / 2.0).xyz, 1.0); tgt_color = texture2D(src_color, (f_pos + 1.0) / 2.0); }