#import bevy_core_pipeline::fullscreen_vertex_shader::FullscreenVertexOutput
@group(0) @binding(0)
var screen_texture: texture_2d<f32>;
@group(0) @binding(1)
var screen_sampler: sampler;
@group(0) @binding(2)
var light_texture: texture_2d<f32>;
@group(0) @binding(3)
var light_sampler: sampler;
@group(0) @binding(4)
var<uniform> ambient_color: vec4<f32>;
@fragment
fn fragment(in: FullscreenVertexOutput) -> @location(0) vec4<f32> {
let src_color = textureSample(screen_texture, screen_sampler, in.uv);
let light_color = textureSample(light_texture, light_sampler, in.uv);
return src_color * (ambient_color + light_color);
}