#version {{version}} // Automatically generated from files in pathfinder/shaders/. Do not edit! uniform vec4 uOldTransform[4]; layout(binding = 2) uniform sampler2D SPIRV_Cross_CombineduTextureuSampler; layout(location = 0) in vec2 vTexCoord; layout(location = 0) out vec4 oFragColor; void main() { vec4 normTexCoord = mat4(uOldTransform[0], uOldTransform[1], uOldTransform[2], uOldTransform[3]) * vec4(vTexCoord, 0.0, 1.0); vec2 texCoord = ((normTexCoord.xy / vec2(normTexCoord.w)) + vec2(1.0)) * 0.5; oFragColor = texture(SPIRV_Cross_CombineduTextureuSampler, texCoord); }