Pong/resources/shaders/FBO.frag
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GLSL

#version 450
#extension GL_ARB_separate_shader_objects : enable
layout(location = 0) in vec2 vUv;
layout(location = 0) out vec4 outColor;
layout(binding = 1) uniform sampler2D render;
void main() {
outColor = texture(render, vUv);
}