blob: d834f5e7c481276b5ef2d293666919950b393ef4 [file] [log] [blame]
/*
* 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, coords);
}