1#version 450
2
3layout(push_constant) uniform Push
4{
5	vec4 SourceSize;
6	vec4 OriginalSize;
7	vec4 OutputSize;
8	uint FrameCount;
9} params;
10
11layout(std140, set = 0, binding = 0) uniform UBO
12{
13	mat4 MVP;
14} global;
15
16#pragma stage vertex
17layout(location = 0) in vec4 Position;
18layout(location = 1) in vec2 TexCoord;
19layout(location = 0) out vec2 vTexCoord;
20
21void main()
22{
23   gl_Position = global.MVP * Position;
24   vTexCoord = TexCoord;
25}
26
27#pragma stage fragment
28layout(location = 0) in vec2 vTexCoord;
29layout(location = 0) out vec4 FragColor;
30layout(set = 0, binding = 2) uniform sampler2D Source;
31
32void main()
33{
34   FragColor = vec4(texture(Source, vTexCoord).rgb, 1.0);
35}