#version 330 core // Lower the default precision to medium precision mediump float; uniform sampler1D uTexture; uniform uint uDataMomentOffset; uniform float uDataMomentScale; flat in uint dataMoment; layout (location = 0) out vec4 fragColor; void main() { float texCoord = float(dataMoment - uDataMomentOffset) / uDataMomentScale; fragColor = texture(uTexture, texCoord); }