#version 450 #extension GL_ARB_separate_shader_objects : enable // DescriptorSet 0 = Textures layout(set = 0, binding = 0) uniform texture2D tex[8]; layout(set = 0, binding = 1) uniform sampler samp[8]; layout (location = 1) in vec2 frag_uv; layout (location = 2) in vec4 frag_col; layout (location = 0) out vec4 color; void main() { color = texture(sampler2D(tex[0], samp[0]), frag_uv) * frag_col; }