// vert // layout(location = 1) in ivec2 qgl_Vertex; flat out vec4 color; uniform sampler2D tex; void main(void) { color = texelFetch(tex, qgl_Vertex, 0); gl_Position = vec4(0,0,0,1); } // frag // out vec4 qgl_FragData[gl_MaxDrawBuffers]; flat in vec4 color; uniform float pcnt; void main(void) { qgl_FragData[0] = color;// / pcnt; }