// The version of the GLSL shading language to use.
// Custom shaders may set this to any value supported by
// the system.
//
// For maximum compatibility it may be desirable to use
// as low a version as possible
#version 150
// The input texture coordinate at this fragment
in vec2 uv;
// The output color of this fragment
out vec4 color;
// A texture sampler containing the pixels written by
// the last call to `pxl::Program::render`
uniform sampler2D pixels;
void main() {
// Look up the color in the `pixels` texture at coordinates `uv`
// and use them to set the output color of this fragment.
color = texture(pixels, uv);
}