1#version 460 core 2#extension GL_ARB_separate_shader_objects : enable 3#extension GL_ARB_shading_language_420pack : enable 4 5// specialization 6 7// includes 8#include "render/shaders/common/render_compatibility_common.h" 9#include "render/shaders/common/render_post_process_structs_common.h" 10 11// sets 12 13layout(set = 0, binding = 0) uniform sampler uSampler; 14layout(set = 0, binding = 1) uniform texture2D uTex; 15 16layout(push_constant, std430) uniform uPostProcessPushConstant 17{ 18 LocalPostProcessPushConstantStruct uPc; 19}; 20 21// in / out 22 23layout (location = 0) in vec2 inUv; 24 25layout (location = 0) out vec4 outColor; 26 27void main(void) 28{ 29 outColor = textureLod(sampler2D(uTex, uSampler), inUv.xy, 0); 30} 31