#version 450 core #include "swizzle.glsl" layout(location = 0) in vec2 inTexCoord; layout(set = 0, binding = 0) uniform reorder { ivec4 in_reorder_idx; ivec4 out_reorder_idx; }; layout(set = 0, binding = 1) uniform sampler2D inTexture0; layout(location = 0) out vec4 outColor0; void main() { vec4 rgba = swizzle (texture(inTexture0, inTexCoord), in_reorder_idx); outColor0 = swizzle (rgba, out_reorder_idx); }