SHADE_Y3/Assets/Shaders/ToSwapchain_FS.glsl

19 lines
452 B
GLSL

#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 = 4, binding = 0) uniform subpassInput vec4 sceneTexture;
layout(location = 0) in struct
{
vec2 uv; // location = 0
} In;
layout(location = 0) out vec4 fragColor;
void main()
{
fragColor = vec4 (texture (sceneTexture, In.uv).rgb, 1.0f);
}