#version {{version}} // Automatically generated from files in pathfinder/shaders/. Do not edit! #version 450 precision highp float; precision highp sampler2D; layout(set = 0, binding = 0)uniform uOldTransform { mat4 oldTransformVal; }; uniform sampler2D uTexture; in vec2 vTexCoord; out vec4 oFragColor; void main(){ vec4 normTexCoord = oldTransform * vec4(vTexCoord, 0.0, 1.0); vec2 texCoord =((normTexCoord . xy / normTexCoord . w)+ 1.0)* 0.5; oFragColor = texture(uTexture, texCoord); }