#version 460 #extension GL_NV_gpu_shader5 : enable in vec2 f_texcoord; layout(packed, binding=0) buffer image { uint8_t color[]; } ; // No local name for this one out vec4 outcolor; uniform uint width; uniform uint height; void main(void) { uint tex_x = uint(f_texcoord.x * float(width)); uint tex_y = uint(f_texcoord.y * float(height)); if(tex_y >= height) tex_y = height - 1; uint pixnum = tex_y * width + tex_x; outcolor.r = color[0 + 4 * pixnum]/255.0f; outcolor.g = color[1 + 4 * pixnum]/255.0f; outcolor.b = color[2 + 4 * pixnum]/255.0f; outcolor.a = 1.0f; }