#version 450 // Changed layout(location=0) in vec3 v_tex_coords; layout(location=1) in vec4 f_tint; layout(location=0) out vec4 f_color; // New layout(set = 0, binding = 0) uniform texture2D t_diffuse; layout(set = 0, binding = 1) uniform sampler s_diffuse; void main() { vec4 f_tex_col = texture(sampler2D(t_diffuse, s_diffuse), v_tex_coords.xy / v_tex_coords.z); f_color = f_tint * f_tex_col; }