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; }