#version {VERSION} #ifdef GL_ES precision mediump float; #endif uniform sampler2D SourceTexture; uniform float Scale; in vec2 vTexCoord; out vec4 fragColor; void main() { if (dot(vTexCoord, vTexCoord) >= 1.0) discard; fragColor = texelFetch(SourceTexture, ivec2(gl_FragCoord.xy + Scale * vTexCoord), 0); }