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); }