#version 450 core layout (set = 0, binding = 0) uniform Matrices { vec2 viewport; float time; vec3 cam_pos; vec3 cam_dir; }; layout (location = 0) in vec2 texCoord; layout (location = 0) out vec4 fragColor; void main() { fragColor = vec4(abs(texCoord), abs(cos(time)), 1.0); }