layout (location = 0) in vec2 inUV; layout (location = 0) out vec4 outColor; layout(push_constant, binding = 1) uniform readonly PushConstant{ mat4 mvp; vec4 color; }; layout (binding = 2) uniform sampler2D colorSampler; void main() { if(inUV.y < 0.0 || inUV.x > 1.0) discard; outColor = texture(colorSampler, inUV) * color; }