Class { #name : #GLTexShader, #superclass : #OpenGLSL, #category : #'Diya-Shaders' } { #category : #accessing } GLTexShader class >> fragmentShader [ ^ ' #ifdef GL_ES precision mediump float; #endif uniform sampler2D u_texture; uniform vec2 u_resolution; void main(){ //vec2 uv = gl_FragCoord.xy / u_resolution; vec4 sampled = vec4(1.0, 1.0, 1.0, texture2D(u_texture,gl_FragCoord.zw).r); gl_FragColor = vec4(1.0,1.0,1.0,1.0)* sampled; //texture2D(u_texture,uv.xy); } ' ]