@vs vs in vec4 position; in vec4 color0; in vec4 uv; out vec4 color; out vec4 texcoord; void main() { gl_Position = position; color = color0; texcoord = uv; } @end @fs fs in vec4 color; in vec4 texcoord; out vec4 frag_color; layout(binding = 0) uniform texture2D tex; layout(binding = 0) uniform sampler smp; bool near(float a, float b) { return abs(a-b) < 0.01; } void main() { // if(near(texcoord.x, -4) && near(texcoord.y, -2)) { // frag_color = color; // } else { frag_color = texture(sampler2D(tex, smp), texcoord.xy); // } } @end @program triangle vs fs