#version 450 layout(location = 0) in vec2 tex_coords; layout(location = 0) out vec4 f_color; layout(set = 0, binding = 0) uniform sampler2D tex; layout(set = 0, binding = 1, rgba8ui) readonly uniform uimage2D img; void main() { vec2 onePixel = vec2(1.0, 1.0) / (720.0, 756.0); vec2 pos = tex_coords * onePixel; ivec2 ipos = ivec2(pos); vec4 colorSum = imageLoad(img, ipos); f_color = colorSum; // f_color = texture(tex, tex_coords); // ivec2 t = ivec2(tex_coords.x, tex_coords.y ); ivec2 size = ivec2(gl_FragCoord.x, gl_FragCoord.y); //ivec2 size = ivec2(0, 0); f_color = imageLoad(img, size) / (200); // f_color.w = 0; // f_color.r = 75; // f_color.g = 30; // f_color.b =; }