supercell-wx/scwx-qt/gl/radar.frag

19 lines
387 B
GLSL

#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);
}