EG/RenderPipelineFile/rpcore/shader/pixel_inspector.frag.glsl
2025-12-12 16:16:15 +08:00

49 lines
1.7 KiB
GLSL

/**
*
* RenderPipeline
*
* Copyright (c) 2014-2016 tobspr <tobias.springer1@gmail.com>
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*
*/
#version 430
in vec2 texcoord;
out vec4 color;
uniform sampler2D SceneTex;
uniform vec2 mousePos;
void main() {
int border = 3;
int zoom = 5;
ivec2 int_coord = ivec2(texcoord * vec2(400, 300));
if (int_coord.x < border || int_coord.y < border ||
int_coord.x >= 400 - border || int_coord.y >= 300 - border) {
color = vec4(0.05, 0.05, 0.05, 1);
return;
}
int_coord = (int_coord) / zoom - (ivec2(200, 150)) / zoom + ivec2(mousePos);
color = texelFetch(SceneTex, int_coord, 0);
color.w = 1.0;
}