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18 lines
398 B

uniform highp int level;
uniform highp sampler2D textureData;
#ifndef GL_ES
layout(pixel_center_integer) in highp vec4 gl_FragCoord;
#endif
out highp uvec4 fragmentOutput;
void main() {
#ifndef GL_ES
ivec2 pos = ivec2(gl_FragCoord.xy);
#else
ivec2 pos = ivec2(gl_FragCoord.xy - vec2(0.5));
#endif
fragmentOutput = floatBitsToUint(texelFetch(textureData, pos, level));
}