#version 460 #extension GL_EXT_shader_tile_image : require precision highp float; precision mediump int; layout(binding=0, set=0, input_attachment_index=0) tileImageEXT highp attachmentEXT in_color; layout(location=0) out highp vec4 out_color; void main(void) { out_color = colorAttachmentReadEXT(in_color); }