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spv.ext.ShaderTileImage.subpassinput.frag
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#version 450
#extension GL_EXT_shader_tile_image : require
precision highp
float
;
layout
(
set
=
0
,
binding
=
0
,
input_attachment_index
=
0
)
uniform subpassInput i
;
layout
(
location
=
0
)
out
vec4 fragColor
;
void
main
()
{
fragColor
=
subpassLoad
(
i
);
}