#version 450 #extension GL_ARB_separate_shader_objects : enable layout(location = 0) in vec2 fragTexCoord; layout(location = 1) in vec4 fragColor; layout(location = 0) out vec4 outColor; layout(set = 2, binding = 0) uniform sampler2D albedo; void main() { vec4 sampled = texture(albedo, fragTexCoord); vec4 color = sampled * fragColor; outColor = color; }