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1#import bevy_core_pipeline::fullscreen_vertex_shader::FullscreenVertexOutput
3@group(0) @binding(0) var in_texture: texture_2d<f32>;
4@group(0) @binding(1) var in_sampler: sampler;
6@fragment
7fn fs_main(in: FullscreenVertexOutput) -> @location(0) vec4<f32> {
8 return textureSample(in_texture, in_sampler, in.uv);
9}
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