include "pipelines/common.glsl" vertex_shader [[ layout(location=0) out vec2 v_uv; void main() { vec4 pos = fullscreenQuad(gl_VertexID, v_uv); gl_Position = pos; } ]] fragment_shader [[ layout (binding=0) uniform sampler2D u_source; layout(location=0) in vec2 v_uv; layout(location=0) out vec4 o_color; void main() { o_color.rgb = texture(u_source, v_uv).rgb; o_color.w = 1; } ]]