#version 450 #extension GL_ARB_separate_shader_objects : enable layout(location = 0) in vec2 uv; layout(location = 0) out vec4 color; layout(set = 0, binding = 0) uniform texture2D colormap; layout(set = 0, binding = 1) uniform sampler colorsampler; void main() { color = texture(sampler2D(colormap, colorsampler), uv); }