#version 300 es precision highp float; // Presenteert de 320×200-buffer van de authentieke modus in het 4:3-kader; // nearest-neighbour komt van de textuurfilter. out vec4 outColor; uniform sampler2D uScene; uniform vec4 uViewportRect; // x, y, breedte, hoogte in framebufferpixels void main() { vec2 uv = (gl_FragCoord.xy - uViewportRect.xy) / uViewportRect.zw; if (uv.x < 0.0 || uv.x > 1.0 || uv.y < 0.0 || uv.y > 1.0) { outColor = vec4(0.0, 0.0, 0.0, 1.0); return; } outColor = vec4(texture(uScene, uv).rgb, 1.0); }