#version 330 core uniform sampler2D u_tex0; layout (location = 0) out vec4 io_color; void main() { vec2 q = gl_FragCoord.xy * 0.2; ivec2 p = ivec2(int(q[0]), int(q[1])); float value = texelFetch(u_tex0, p, 0).r; value = (value - 0.99) * 100; io_color = vec4(value, value, value, 1); }