#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); }