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thebookofshaders/15/texture-resolution.frag

27 lines
560 B
GLSL

// Author @patriciogv - 2015
// http://patriciogonzalezvivo.com
#ifdef GL_ES
precision mediump float;
#endif
uniform sampler2D u_tex0;
uniform vec2 u_tex0Resolution;
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
void main () {
vec2 st = gl_FragCoord.xy/u_resolution.xy;
vec4 color = vec4(0.0);
// Fix the proportions by finding the aspect ratio
float aspect = u_tex0Resolution.x/u_tex0Resolution.y;
// st.y *= aspect; // and then applying to it
color = texture2D(u_tex0,st);
gl_FragColor = color;
}