#version 330 core in vec2 TexCoord; out vec4 FragColor; uniform sampler2D renderTex; uniform int screenWidth; uniform int screenHeight; uniform int crosshairType; void main(){ float crosshair_alpha = 0.8; float dist = length(gl_FragCoord.xy-vec2(screenWidth/2, screenHeight/2)); FragColor = texture(renderTex, TexCoord); /*float crosshair_color = (FragColor.x + FragColor.y + FragColor.z) / 3; /*if(crosshair_color <= 0.5) crosshair_color = 1.0; /*else crosshair_color = 0.0;*/ float crosshair_color = 1.0; if(dist <= 7){ if( (crosshairType == 0 && dist >= 5) || (crosshairType == 1 && ( int(gl_FragCoord.x) == int(screenWidth / 2) || int(gl_FragCoord.y) == int(screenHeight / 2)) ) ) FragColor = vec4(vec3(crosshair_color), crosshair_alpha); } }