//Draws the given texture at the given screen coords. Useful in specific scenarios (i.e. this was made for drawing singularity sprites over the lensing effect but below FOV) //Currently does not work with AtlasTextures, going to need some work. uniform sampler2D tex; uniform highp vec2 positionInput; uniform highp vec2 pixelSize; uniform highp float alphaCutoff; uniform bool removeTransparency; void fragment() { highp float pixelLength = pixelSize.x*2.0; highp float halvedLength = pixelLength/2.0; if(FRAGCOORD.x > positionInput.x - halvedLength && FRAGCOORD.x < positionInput.x + halvedLength && FRAGCOORD.y > positionInput.y - halvedLength && FRAGCOORD.y < positionInput.y + halvedLength){ highp vec2 finalCoords = (FRAGCOORD.xy-positionInput+(pixelLength/2.0))/pixelLength; highp vec4 color = texture2D(tex, finalCoords); if(color.a > alphaCutoff){ if(removeTransparency) color.a = 1.0; COLOR = color; } } }