#version 330 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable layout(set=1, binding=2) uniform sampler2D _tex; layout (location = 0) in vec2 fragTexCoord; layout (location = 1) in vec4 fragColor; layout (location = 0) out vec4 finalColor; void main() { vec4 texColor = texture(_tex, fragTexCoord); finalColor = fragColor * texColor; }