#version 450 #extension GL_ARB_separate_shader_objects : enable layout(location = 0) in vec2 fragTexCoord; layout(binding = 1) uniform sampler2D texSampler; layout(location = 0) out vec4 outColor; void main() { outColor = texture(texSampler, fragTexCoord); //outColor = vec4(fragTexCoord, 0.0, 1.0); //outColor = vec4(0.5, 0.5, 0.0, 1.0); }