File: enhanced.3.frag

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#version 450 core

layout (location = 0) out vec4 FragColor;

layout (location = 0) in VS_OUT
{
    vec2 foobar;
} fs_in;

layout (binding = 1) uniform sampler2D t0;

void main()
{             
    FragColor = texture(t0, fs_in.foobar);   
}