procedural-3d-engine/shaders/glsl/computeraytracing/texture.frag

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#version 450
layout (binding = 0) uniform sampler2D samplerColor;
layout (location = 0) in vec2 inUV;
layout (location = 0) out vec4 outFragColor;
void main()
{
outFragColor = texture(samplerColor, vec2(inUV.s, 1.0 - inUV.t));
}