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// Implicit uniforms:
// uniform sampler2D PREFIX(tex);
vec4 FUNCNAME(vec2 tc) {
// OpenGL's origin is bottom-left, but most graphics software assumes
// a top-left origin. Thus, for inputs that come from the user,
// we flip the y coordinate.
tc.y = 1.0 - tc.y;
vec4 pixel = tex2D(PREFIX(tex), tc);
// These two are #defined to 0 or 1 in flat_input.cpp.
#if FIXUP_SWAP_RB
pixel.rb = pixel.br;
#endif
#if FIXUP_RED_TO_GRAYSCALE
pixel.gb = pixel.rr;
#endif
return pixel;
}
#undef FIXUP_SWAP_RB
#undef FIXUP_RED_TO_GRAYSCALE