1#version 450
2#extension GL_EXT_shader_tile_image : require
3
4precision highp float;
5
6layout(set = 0, binding = 0, input_attachment_index = 0) uniform subpassInput i;
7
8layout(location = 0) out vec4 fragColor;
9
10void main()
11{
12 fragColor = subpassLoad(i);
13}
14