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#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);
}
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