Renderer/assets/Shaders/screentexture/drawChannel/drawChannel.fs
2022-03-18 17:19:45 -04:00

30 lines
787 B
GLSL

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