#version 330 core
in vec2 v_TexCoord;
layout(location = 0) out vec4 color;
uniform sampler2D u_Texture;
uniform vec4 u_NewCoords;
void main() {
if (v_TexCoord.x > u_NewCoords.x &&
v_TexCoord.x < u_NewCoords.y &&
v_TexCoord.y < u_NewCoords.z &&
v_TexCoord.y > u_NewCoords.a) {
color = texture(u_Texture, v_TexCoord);
}else{
color = vec4(0);
}
}