// shader.frag #version 450 // Changed layout(location=0) in vec2 v_tex_coords; layout(location=0) out vec4 f_color; // NEW! layout(set = 0, binding = 0) uniform texture2D t_diffuse; layout(set = 0, binding = 1) uniform sampler s_diffuse; void main() { // Changed vec4 texColor = texture(sampler2D(t_diffuse, s_diffuse), v_tex_coords)* vec4(1.0, 1.0, 1.0, 1.0); //if(texColor.a < 0.1) // discard; f_color = texColor; }