#version 450 #extension GL_ARB_separate_shader_objects : enable layout(location = 0) in vec3 in_frag_color; layout(location = 1) in vec2 in_frag_texture_coord; layout(location = 0) out vec4 out_color; layout(set = 0, binding = 1) uniform sampler2D texture_sampler; void main() { out_color = texture(texture_sampler, in_frag_texture_coord); }