input View { mat4 mvp, mat4 proj, mat4 proj_inverse, mat4 view, mat4 world, //geometry.world atm float2 fov, //fov.x, fov.y float2 resolution, float4 target_region, float4 target_region_size } input UniformShaderData { #0 image2D image, float4 rect, bool flipy } stage vertex vert_layer_pass( input {}, vertex in { #0 float2 pos, #1 float2 uv }, fragment out { float2 uv } ) { out.uv = in.uv; stage.pos = float4(in.pos, 0.0, 1.0); } stage fragment clear( input { View view, UniformShaderData pass }, fragment in { float2 uv } ) { stage.color[0] = float4(1, 0, 0, 1) return; }