layout (location = 0) in vec2 inUV;
layout (location = 0) out vec4 outColor;
layout(push_constant) uniform readonly PushConstant{
mat4 mvp;
vec4 color;
};
layout (binding = 2) uniform texture2D colorSampler;
layout (binding = 3) uniform sampler testSampler;
void main() {
if(inUV.y < 0.0 || inUV.x > 1.0)
discard;
outColor = texture(sampler2D(colorSampler, testSampler), inUV) * color;
}