#version 450 layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; uint FrameCount; } global; #pragma stage vertex 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 stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 1) uniform sampler2D Source; void main() { vec3 current = texture(Source, vTexCoord).rgb; FragColor = sqrt(0.5 + 0.4 * sin(float(global.FrameCount) * 6.28 * 0.01)) * vec4(current, 1.0); }