#version 450 core layout(location = 0) out vec4 fColor; layout(set=0, binding=0) uniform texture2D _Texture; layout(set=1, binding=0) uniform sampler _Sampler; layout(location = 0) in struct { vec4 Color; vec2 UV; } In; void main() { fColor = In.Color * texture(sampler2D(_Texture, _Sampler), In.UV.st); }