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#version 450
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layout(location = 0) in vec2 tex_coords;
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layout(location = 0) out vec4 f_color;
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layout(set = 0, binding = 0) uniform sampler2D tex;
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layout(set = 0, binding = 1, rgba8ui) readonly uniform uimage2D img;
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void main() {
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vec2 onePixel = vec2(1.0, 1.0) / (720.0, 756.0);
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vec2 pos = tex_coords + onePixel * vec2(0, 0);
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ivec2 ipos = ivec2(pos);
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vec4 colorSum = imageLoad(img, ipos);
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f_color = colorSum;
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// f_color = texture(tex, tex_coords);
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// ivec2 t = ivec2(tex_coords.x, tex_coords.y );
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}
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