#version 450 layout(location = 0) in vec2 v_Uv; layout(location = 0) out vec4 o_Target; layout(set = 2, binding = 0) uniform base_color { vec4 color; }; layout(set = 2, binding = 1) uniform texture2D base_texture; layout(set = 2, binding = 2) uniform sampler base_texture_sampler; void main() { vec4 output_color = color; output_color += texture(sampler2D(base_texture, base_texture_sampler), v_Uv); o_Target = output_color; }