layout(location = 0) in vec4 in_color;
layout(location = 1) in vec2 in_uv;
layout(location = 0) out vec4 out_color;
layout(binding = 2) uniform texture2D bound_texture;
layout(binding = 3) uniform sampler testSampler;
void main() {
out_color = in_color * texture(sampler2D(bound_texture, testSampler), in_uv);
}