#include "shaders_common.h" static const char *image_load_fragment = GLSL_FRAGMENT( uniform sampler2D fb_texture; uniform uint internal_upscaling; in vec2 frag_fb_coord; out vec4 frag_color; // Read a pixel in VRAM vec4 vram_get_pixel(int x, int y) { return texelFetch(fb_texture, ivec2(x, y) * int(internal_upscaling), 0); } void main() { // GLES 5551 note: color reinterpretation can be done here frag_color = vram_get_pixel(int(frag_fb_coord.x), int(frag_fb_coord.y)); } );