procedural-3d-engine/shaders/glsl/hdr/composition.frag

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#version 450
layout (binding = 0) uniform sampler2D samplerColor0;
layout (binding = 1) uniform sampler2D samplerColor1;
layout (location = 0) in vec2 inUV;
layout (location = 0) out vec4 outColor;
void main()
{
outColor = texture(samplerColor0, inUV);
}