#version 450 layout(push_constant)uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; } params; layout(std140, set = 0, binding = 0)uniform UBO { mat4 MVP; } global; #pragma stagevertex layout(location = 0)in vec4 Position; layout(location = 1)in vec2 TexCoord; layout(location = 0)out vec2 vTexCoord; void main() { gl_Position = global . MVP * Position; vTexCoord = TexCoord; } #pragma stagefragment layout(location = 0)in vec2 vTexCoord; layout(location = 0)out vec4 FragColor; layout(set = 0, binding = 2)uniform sampler2D Source; void main() { FragColor = vec4(texture(Source, vTexCoord). rgb, 1.0); }