vk-book/data/shaders/Quad.frag

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GLSL
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2025-05-23 21:13:53 -04:00
//
layout (location=0) in vec2 uv;
layout (location=0) out vec4 out_FragColor;
layout(push_constant) uniform PerFrameData {
uint textureId;
};
void main() {
out_FragColor = textureBindless2D(textureId, 0, uv);
};