#type vertex #version 330 core layout (location = 0) in vec2 a_Pos; layout (location = 1) in vec2 a_TexCoord; out vec2 v_TexCoord; void main() { gl_Position = vec4(a_Pos, 0.0, 1.0); v_TexCoord = a_TexCoord; } #type fragment #version 330 core in vec2 v_TexCoord; out vec4 o_FragColor; uniform sampler2D u_ScreenTexture; void main() { o_FragColor = texture(u_ScreenTexture, v_TexCoord); }