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