#version 450

// This is simply stock.slang with a custom input sampler.

layout(push_constant) uniform Push {
    vec4 SourceSize;
    vec4 OriginalSize;
    vec4 OutputSize;
    uint FrameCount;
}
params;

layout(std140, set = 0, binding = 0) uniform UBO {
    mat4 MVP;
}
global;

#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;

void main() {
    gl_Position = global.MVP * Position;
    vTexCoord = TexCoord;
}

#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Input;

void main() {
    FragColor = vec4(texture(Input, vTexCoord).rgb, 1.0);
}
