#version 450 layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; } params; #define SamplerColorVHS Source #include "VHSPro_params.inc" #include "VHSPro_constants.inc" #pragma stage vertex layout(location = 0) in vec4 Position; layout(location = 1) in vec2 TexCoord; layout(location = 0) out vec2 txcoord; void main() { gl_Position = global.MVP * Position; txcoord = TexCoord; } #pragma stage fragment layout(location = 0) in vec2 txcoord; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; #include "VHSPro_functions.inc" void main() { FragColor = vec4(texture(SamplerColorVHS, txcoord).rgb, 1.0); }