#version 450 core layout( location = 0 ) uniform sampler2D u_InputTexture; layout( location = 0 ) out vec4 color; void main( void ) { vec2 tmp = gl_FragCoord.xy / vec2( 1280. , 720. ); color = textureLod( u_InputTexture , tmp , 0 ); //color.xy *= .75 + tmp * .25; }