#version {{version}} // Automatically generated from files in pathfinder/shaders/. Do not edit! uniform vec4 uFramebufferSize[1]; layout(binding = 3) uniform sampler2D SPIRV_Cross_CombineduSrcuSampler; layout(location = 0) out vec4 oFragColor; void main() { vec2 texCoord = gl_FragCoord.xy / uFramebufferSize[0].xy; oFragColor = texture(SPIRV_Cross_CombineduSrcuSampler, texCoord); }