#version 330 core
uniform isampler2D u_tex0;
layout (location = 0) out vec4 io_color;
void main()
{
vec2 q = gl_FragCoord.xy;
ivec2 p = ivec2(int(q[0]), int(q[1]));
int value = texelFetch(u_tex0, p, 0).r;
float fuck = value == 2 ? 0.0 : 1.0;
io_color = vec4(fuck, 0, 0, 1);
}