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