// The overlay composite: one premultiplied-alpha RGBA texture (the console UI's // offscreen image) sampled over the swapchain. Blending happens in fixed function // (src ONE, dst ONE_MINUS_SRC_ALPHA — Skia surfaces are premultiplied). // // Regenerate: shaders/build.sh (committed .spv, no build-time toolchain). #version 450 layout(location = 0) in vec2 v_uv; layout(location = 0) out vec4 frag; layout(set = 0, binding = 0) uniform sampler2D u_tex; void main() { frag = texture(u_tex, v_uv); }