#version 460 uniform float iTime; uniform vec2 iResolution; uniform sampler2D frame4; uniform sampler2D frame6; in vec2 vUV; layout(location = 6) out vec3 fragColor; // FX B // --------- // IN: 4 / 6 // OUT: 6 void main() { fragColor = texture(frame4, vUV).xyz; }