#version 450 #extension GL_ARB_separate_shader_objects : enable layout(location = 0) in vec3 fragPosition; layout(location = 1) in vec3 fragNormal; layout(location = 2) in vec4 fragColor; layout(location = 3) in vec2 fragTexCoord; layout(location = 0) out vec4 outDiffuse; layout(set = 2, binding = 0) uniform sampler2D albedo; layout(set = 2, binding = 1) uniform sampler2D normal; layout(set = 2, binding = 2) uniform MaterialData { float roughness; float metallic; } materialData; void main() { outDiffuse = vec4(texture(albedo, fragTexCoord).rgb, 1) * fragColor; }