#version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable #extension GL_EXT_nonuniform_qualifier : require layout (input_attachment_index = 0, set = 3, binding = 0) uniform subpassInput sceneTexture; layout(location = 0) out vec4 fragColor; void main() { fragColor = vec4 (subpassLoad(sceneTexture).rgb, 1.0f); }