shader videoinput(string footage_in = "" [[ int lockgeom=0 ]], float s = u [[ int lockgeom=0 ]], float t = v [[ int lockgeom=0 ]], output color Cout = 0) { Cout = texture (footage_in, s, t); } /*#version 110 varying vec2 ove_texcoord; uniform sampler2D footage_in; void main(void) { gl_FragColor = texture2D(footage_in, ove_texcoord); }*/