public class UVTexturePassRenderable: ConfiguredSingleTextureQuadRenderable<UVTexturePassRenderable.Config> {
    public struct Config: QuadRenderConfiguration {
        let brightness: ADFloat

        public init(brightness: ADFloat = 1.0) {
            self.brightness = brightness
        }

        public static var defaultConfiguration: Config {
            return Config()
        }
    }

    override public var configureAction: ConfigureAction {
        return { encoder in
            super.configureAction(encoder)
        }
    }

    override var fragmentShaderName: String {
        return "uv_texture_pass_frag"
    }
}
