#version 450 layout(location = 0) in vec2 tex_coord; layout(location = 1) in vec4 bounds; layout(location = 2) in vec2 pos; layout(location = 0) out vec4 fsout_Color; layout(set = 1, binding = 0) uniform texture2D Tex; layout(set = 1, binding = 1) uniform sampler Sampler; void main() { // float left = bounds.x; // float top = bounds.y; // float right = bounds.z; // float bottom = bounds.w; // // if(!(left <= pos.x && right >= pos.x && // top <= pos.y && bottom >= pos.y)) // { // discard; // } fsout_Color =texture(sampler2D(Tex, Sampler), tex_coord); //fsout_Color = vec4(fsout_Color.z, fsout_Color.w,fsout_Color.x,fsout_Color.y); }