#version 430 core layout(location = 0) out vec4 color_out; layout(binding = 0) uniform sampler2D framebuffer; layout(binding = 1) uniform sampler2D depthbuffer; uniform uint windowWidth; uniform uint windowHeight; uniform float time; void main() { float dx = 1.0/windowWidth; float dy = 1.0/windowHeight; vec2 UV = gl_FragCoord.xy / vec2(windowWidth, windowHeight); color_out = texture(framebuffer, UV); }