3 layout (location = 0) in vec2 in_UV;
\r
5 layout (set=0, binding=0) uniform texture2D u_Tex;
\r
6 layout (set=0, binding=0) uniform sampler u_Sampler;
\r
8 layout (location = 0) out vec4 out_Color;
\r
11 vec4 color = texture(sampler2D(u_Tex, u_Sampler), in_UV);
\r