#version 330 core

in vec2 texCoords;

out vec4 color;

uniform float width;
uniform float height;
uniform sampler2D texSampler;

void main() {
    float boxRelX = fract(texCoords.x * width);//32
    float boxRelY = fract(texCoords.y * height);//15
    if (boxRelX < 0.05 || boxRelX > 0.95 || boxRelY < 0.05 || boxRelY > 0.95) {
        discard;
    }
    color = texture(texSampler, texCoords);
}