30 lines
787 B
GLSL
30 lines
787 B
GLSL
#version 330 core
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out vec4 FragColor;
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in vec2 TexCoords;
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uniform sampler2D screenTexture;
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uniform float channel;
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void main(){
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switch(int(channel)){
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case 0:
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FragColor = vec4(texture(screenTexture, TexCoords).r,0,0,1);
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break;
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case 1:
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FragColor = vec4(0,texture(screenTexture, TexCoords).g,0,1);
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break;
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case 2:
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FragColor = vec4(0,0,texture(screenTexture, TexCoords).b,1);
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break;
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case 3:
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FragColor = vec4(texture(screenTexture, TexCoords).a,texture(screenTexture, TexCoords).a,texture(screenTexture, TexCoords).a,1);
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break;
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case 4:
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FragColor = vec4(vec3(texture(screenTexture, TexCoords)),1.0);
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default:
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FragColor = vec4(1,1,1,1);
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break;
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}
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} |