// SRC B // --------- // IN: 0 / 2 // OUT: 4 in vec2 vUV; layout(location = 4) out vec3 fragColor; void main() { vec2 uv0 = vUV.st; float ratio = iResolution.x / iResolution.y; vec2 uv1 = uv0 * vec2(ratio, 1); vec2 uv2 = uv1 * 20; // uv2 = mod(uv2, 1); bool v = false; v = v || iFPS > 99 && char(uv2 - vec2(0.5, 0.5), 0x30 + (iFPS % 1000) / 100); v = v || iFPS > 9 && char(uv2 - vec2(1.5, 0.5), 0x30 + (iFPS % 100) / 10); v = v || char(uv2 - vec2(2.5, 0.5), 0x30 + (iFPS % 10)); v = v || char(uv2 - vec2(4.0, 0.5), 0x66); v = v || char(uv2 - vec2(5.0, 0.5), 0x70); v = v || char(uv2 - vec2(6.0, 0.5), 0x73); fragColor = vec3(v ? 1 : 0); }