#version 450 layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; vec4 SourceSize; vec4 PassOutputSize0; } 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; // This should intentionally fail to validate in the frontend. layout(set = 0, binding = 2) uniform sampler2D PassOutput0; void main() { vec2 tex = floor(global.PassOutputSize0.xy * vTexCoord); tex = (tex + 0.5) * global.PassOutputSize0.zw; vec3 current = texture(Source, tex).rgb; vec3 prev = texture(PassOutput0, tex).rgb; FragColor = vec4(mix(current, prev, 0.8), 1.0); }