#version 450 layout(binding = 0) uniform sampler2D scene; layout(location = 0) in vec2 in_uv; layout(location = 0) out vec4 out_color; void main() { if (in_uv.x < 0.0 || in_uv.x > 1.0 || in_uv.y < 0.0 || in_uv.y > 1.0) discard; out_color = texture(scene, in_uv); }