#import bevy_core_pipeline::fullscreen_vertex_shader::FullscreenVertexOutput
@group(0) @binding(0) var in_texture: texture_2d<f32>;
@group(0) @binding(1) var in_sampler: sampler;
@fragment
fn fs_main(in: FullscreenVertexOutput) -> @location(0) vec4<f32> {
return textureSample(in_texture, in_sampler, in.uv);
}