// IMPORTANT: This shader needs to be compiled out-of-band to SPIR-V // See: https://github.com/parasyte/pixels/issues/9 #version 450 layout(location = 0) in vec2 v_TexCoord; layout(location = 0) out vec4 outColor; layout(set = 0, binding = 0) uniform texture2D t_Color; layout(set = 0, binding = 1) uniform sampler s_Color; void main() { outColor = texture(sampler2D(t_Color, s_Color), v_TexCoord); }