14 lines
369 B
GLSL
14 lines
369 B
GLSL
#version 440
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layout(location = 0) in vec2 qt_TexCoord0;
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layout(location = 0) out vec4 fragColor;
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layout(binding = 1) uniform sampler2D source;
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void main() {
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lowp float r = mod(qt_TexCoord0.x * 10.0, 1.0);
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lowp float g = mod(qt_TexCoord0.y * 10.0, 1.0);
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lowp float b = qt_TexCoord0.x;
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fragColor = vec4(r, g, b, 1) * texture(source, qt_TexCoord0).a;
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}
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