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}