TDT4230_final_project/res/shaders/post.frag

20 lines
432 B
GLSL

#version 430 core
layout(location = 0) out vec4 color_out;
layout(binding = 0) uniform sampler2D framebuffer;
layout(binding = 1) uniform sampler2D depthbuffer;
uniform uint windowWidth;
uniform uint windowHeight;
uniform float time;
void main() {
float dx = 1.0/windowWidth;
float dy = 1.0/windowHeight;
vec2 UV = gl_FragCoord.xy / vec2(windowWidth, windowHeight);
color_out = texture(framebuffer, UV);
}