#version 450 layout(set = 3, binding = 0) uniform Viewport { ivec2 view; }; layout(location = 0) in vec2 uv; layout(location = 0) out vec4 fragColor; layout(set = 2, binding = 0) uniform sampler2D tx; void main() { ivec2 ts = textureSize(tx, 0); vec2 fts = vec2(float(ts.x), float(ts.y)); vec2 real_uv = uv / fts; fragColor = texture(tx, real_uv); }