#version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable layout (binding = 0) uniform sampler2D samplerColor; layout (location = 0) in vec2 inUV; layout (location = 0) out vec4 outFragColor; void main() { outFragColor = texture(samplerColor, vec2(inUV.s, 1.0 - inUV.t)); }