#version 430 //rbc render shader //Just renders data in ssbo @1 to screen //Input vertex attributes from vertex shader in vec2 fragTexCoord; //output fragment color out vec4 finalColor; // Input rbc data layout(std430, binding = 0) buffer rbcData { float rbcBuffer[]; //not currently being passed in }; layout(std430, binding = 1) buffer rbcLayout{ float rbcBufferDest; }; uniform vec2 resolution; void main(){ ivec2 coords = ivec2(fragTexCoord*resolution); vec4 pixel = vec4(0.0, 0.0, 0.0, 1.0); rbcBufferDest = 0.25; pixel = vec4(rbcBuffer[4*(coords.x+coords.y*1200)],\ rbcBuffer[4*(coords.x+coords.y*1200) + 1],\ rbcBuffer[4*(coords.x+coords.y*1200) + 2],\ rbcBuffer[4*(coords.x+coords.y*1200) + 3]); finalColor = pixel; finalColor = vec4(fragTexCoord.x, fragTexCoord.y, 0.0, 1.0); }