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#version 450

#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable

layout (set = 0, binding = 0) uniform sampler2D samplerColor;

layout (location = 0) in	vec2 inUV;

layout (location = 0) out	vec4 outFragColor;

void main()
{    
	outFragColor = texture(samplerColor, inUV);
}