#version 460 // OUT in vec2 vUV; out vec4 fragColor; #include inc_functions.glsl #include inc_cp437.glsl uniform sampler2D iTex0; uniform int iFPS; void main() { vec2 uv = 1 - vUV; // vec2 uv = vUV; vec3 c = texture(iTex0, uv).xyz; c = mix(c, 1 - c, write_int(uv * 20, vec2(0.1, 0.1), iFPS, 2)); fragColor = vec4(c, 1); }