SHADE_Y3/Assets/Shaders/ToSwapchain_FS.glsl

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#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#extension GL_EXT_nonuniform_qualifier : require
2023-03-04 01:20:27 +08:00
layout (input_attachment_index = 0, set = 0, binding = 0) uniform subpassInput sceneTexture;
layout(location = 0) out vec4 fragColor;
void main()
{
fragColor = vec4 (subpassLoad(sceneTexture).rgb, 1.0f);
}