13 lines
223 B
GLSL
13 lines
223 B
GLSL
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//
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layout (location=0) in vec2 uv;
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layout (location=0) out vec4 out_FragColor;
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layout(push_constant) uniform PerFrameData {
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uint textureId;
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};
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void main() {
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out_FragColor = textureBindless2D(textureId, 0, uv);
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};
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