#version 460

// Define uniform binding for Vulkan and OpenGL compatibility
#ifdef VULKAN
    layout(set = 1, binding = 0) uniform sampler2D textureUnitPS0;
#else
    uniform sampler2D textureUnitPS0;
#endif

// Input and output locations
layout(location = 0) in vec2 passUV;
layout(location = 0) out vec4 passPixelColor0;

void main()
{
    passPixelColor0 = texture(textureUnitPS0, passUV);
}
