#version 450 #extension GL_ARB_separate_shader_objects : enable layout(location = 0) in vec2 v_uv; layout(location = 0) out vec4 target0; layout(set = 0, binding = 0) uniform texture2D u_texture; layout(set = 0, binding = 1) uniform sampler u_sampler; void main() { target0 = texture(sampler2D(u_texture, u_sampler), v_uv); }