#version 460 uniform float iTime; uniform vec2 iResolution; uniform sampler2D frame7; uniform sampler2D frame0; in vec2 vUV; layout(location = 0) out vec3 fragColor; // MFX // --------- // IN: 7 / 0 // OUT: 0 void main() { fragColor = texture(frame7, vUV).xyz; }