wayvnc/shaders/dmabuf-damage-fragment.glsl

14 lines
263 B
GLSL

#extension GL_OES_EGL_image_external: require
precision mediump float;
uniform samplerExternalOES u_tex0;
varying vec2 v_texture;
void main()
{
float r = float(texture2D(u_tex0, v_texture).rgb != texture2D(u_tex1, v_texture).rgb);
gl_FragColor = vec4(r);
}