#version 460 core #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable // specialization // includes #include "render/shaders/common/render_compatibility_common.h" #include "render/shaders/common/render_post_process_structs_common.h" // sets layout(set = 0, binding = 0) uniform sampler uSampler; layout(set = 0, binding = 1) uniform texture2D uTex; layout(push_constant, std430) uniform uPostProcessPushConstant { LocalPostProcessPushConstantStruct uPc; }; // in / out layout (location = 0) in vec2 inUv; layout (location = 0) out vec4 outColor; void main(void) { outColor = textureLod(sampler2D(uTex, uSampler), inUv.xy, 0); }