#version 430 core layout (location = 1) uniform vec2 TextureSize; layout (location = 2) uniform vec4 WidthHeightXY; layout (location = 3, binding = 0) uniform sampler2D TextureSampler; out vec4 g_color; in vec4 PixelTexture; void main() { vec2 coord = (PixelTexture.xy * WidthHeightXY.xy + WidthHeightXY.zw) * TextureSize; vec4 color = texture(TextureSampler, coord); g_color = vec4(color.x); }