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Trac3r-rust/resources/shaders/simple_texture.fragment

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#version 450
layout(location = 0) in vec2 tex_coords;
layout(location = 0) out vec4 f_color;
layout(set = 0, binding = 0) uniform sampler2D tex;
layout(set = 0, binding = 1, rgba8ui) readonly uniform uimage2D img;
void main() {
vec2 onePixel = vec2(1.0, 1.0) / (720.0, 756.0);
vec2 pos = tex_coords * onePixel;
ivec2 ipos = ivec2(pos);
vec4 colorSum = imageLoad(img, ipos);
f_color = colorSum;
// f_color = texture(tex, tex_coords);
// ivec2 t = ivec2(tex_coords.x, tex_coords.y );
ivec2 size = ivec2(gl_FragCoord.x, gl_FragCoord.y);
//ivec2 size = ivec2(0, 0);
f_color = imageLoad(img, size) / (200);
// f_color.w = 0;
// f_color.r = 75;
// f_color.g = 30;
// f_color.b =;
}