#version 300 es precision highp float; precision highp int; uniform highp sampler2D sourceTexture; uniform vec2 sourceResolution; uniform vec2 targetResolution; out vec4 glFragColor; void main() { vec2 fragCoordScaled = gl_FragCoord.xy / targetResolution; fragCoordScaled *= targetResolution / sourceResolution; if( fragCoordScaled.x >= 1. || fragCoordScaled.y >= 1. ) discard; // gl_FragColor = vec4( fragCoordScaled, 0,1); // glFragColor = texture( sourceTexture, fragCoordScaled ); }