#version 460 #extension GL_GOOGLE_include_directive : require #extension GL_EXT_nonuniform_qualifier : enable #include "bindless.glsl" layout(location = 0) in vec2 inUV; layout(location = 1) in vec4 inColor; layout(location = 2) flat in uint inTexId; layout(location = 0) out vec4 outFragColor; void main() { vec4 texColor = sampleTexture2DLinear(inTexId, inUV); outFragColor = texColor * inColor; }