#version 450 #extension GL_ARB_separate_shader_objects : enable layout(early_fragment_tests) in; layout(location = 0) in vec4 in_pos; layout(location = 1) in vec4 frag_color; layout(location = 2) in vec4 uv; layout(location = 0) out vec4 color; layout(set = 0, binding = 1) uniform texture2D colortex; layout(set = 0, binding = 2) uniform sampler colorsampler; layout(push_constant) uniform PushConstantTest { mat4 proj; mat4 view; }; void main() { color = texture(sampler2D(colortex, colorsampler), uv.xy) * frag_color; //color = vec4(1,1,1,1); }