draw.frag
#version 450
layout(location=0) in vec2 v_tex_coords;
layout(set = 0, binding = 0) uniform texture2D t_diffuse;
layout(set = 0, binding = 1) uniform sampler s_diffuse;
layout(location=0) out vec4 f_color;
void main() {
f_color = texture(sampler2D(t_diffuse, s_diffuse), (v_tex_coords + 1.) / 2.);
}