#[vertex] #version 450 #VERSION_DEFINES #include "_included.glsl" layout(location = 0) out vec2 uv_interp; void main() { uv_interp = vec2(0, 1); } #[fragment] #version 450 #VERSION_DEFINES layout(location = 0) in vec2 uv_interp; void main() { uv_interp = vec2(1, 0); }