#version 450 layout(location = 0) in float v_height; layout(location = 1) in vec2 v_Uv; layout(location = 2) in vec3 v_Pos; layout(location = 0) out vec4 o_Target; layout(set = 2, binding = 2) uniform texture2D details; layout(set = 2, binding = 3) uniform sampler details_sampler; void main() { vec2 uv = v_Uv; // fetch texture color. vec4 color; color = texture(sampler2D(details, details_sampler), uv); //color = vec4(v_height, 0.0, 0.0, 1.0); o_Target = color; }