demo.frag 245 B

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  1. #version 450
  2. #extension GL_ARB_separate_shader_objects : enable
  3. layout(binding = 0) uniform sampler2D overlay;
  4. layout(location = 0) in vec2 inUV;
  5. layout(location = 0) out vec4 outColor;
  6. void main() {
  7. outColor = texture(overlay, inUV);
  8. }