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17 lines
322 B
GLSL
17 lines
322 B
GLSL
#version 330 core
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// Lower the default precision to medium
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precision mediump float;
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uniform sampler1D uTexture;
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flat in uint dataMoment;
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layout (location = 0) out vec4 fragColor;
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void main()
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{
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float texCoord = float(dataMoment - 2u) / 253.0f; // TODO: Scale properly
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fragColor = texture(uTexture, texCoord);
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}
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