#version 460 core #define STAGE_FRAGMENT 1 #define LAYOUT_POST 1 #include "common.glsl" // the finished image to the window (with quad.vert). the renderer draws with the matrices of the opengl one, so its images // have the rows in the memory order of opengl, the bottom of the picture first; the window shows the first row at the top. // this is the only place the picture is turned upside down. no push constants layout(location = 14) in vec2 f_coords; layout(set = POST_SET, binding = POST_TEXTURE_FIRST + 0) uniform sampler2D tex1; layout(location = 0) out vec4 out_color; void main() { out_color = FBOUT(texture(tex1, vec2(f_coords.x, 1.0 - f_coords.y))); }