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