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Opengl shading - Fragment
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uniform sampler2D sampler; | |
void main() | |
{ | |
vec2 perturbatedTexCoords = vec2(gl_TexCoord[0].s * 4.0, gl_TexCoord[0].t * 4.0); | |
gl_FragColor = texture2D(sampler, perturbatedTexCoords); | |
} |
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Topic in https://stackoverflow.com/questions/19258310/perspective-correct-trapezoid-2d-opengl-glsl/19326459#19326459