1 uniform sampler2D PREFIX(tex);
3 vec4 FUNCNAME(vec2 tc) {
4 // OpenGL's origin is bottom-left, but most graphics software assumes
5 // a top-left origin. Thus, for inputs that come from the user,
6 // we flip the y coordinate.
9 vec4 pixel = texture2D(PREFIX(tex), tc);
11 // These two are #defined to 0 or 1 in flat_input.cpp.
15 #if FIXUP_RED_TO_GRAYSCALE
22 #undef FIXUP_RED_TO_GRAYSCALE