#version 330 core uniform sampler2D u_tex0; uniform vec4 u_color; layout (location = 0) out vec4 io_color; void main() { vec2 q = gl_FragCoord.xy; ivec2 p = ivec2(int(q[0]), int(q[1])); vec3 result = texelFetch(u_tex0, p, 0).rgb; io_color = clamp(vec4(result, 1), 0.0, 1.0); }