#version 450
layout(location = 0) uniform sampler2D camera;
layout(location = 1) uniform vec2 resolution;
vec4 capture(vec2 uv) {
return texture(camera, uv * vec2(-1.0));
}
void main() {
vec2 uv = gl_FragCoord.xy / resolution;
gl_FragColor = capture(uv);
}