#version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable layout (binding = 1) uniform sampler2D samplerColor; layout (binding = 0) uniform UBO{ vec3 color; } ubo; layout (location = 0) in vec2 o_uv; layout (location = 0) out vec4 uFragColor; void main() { vec4 color = texture(samplerColor, o_uv); uFragColor = color; }