#version 450 layout (location = 0) in vec3 in_color; layout (location = 1) in vec2 in_uv; layout (location = 0) out vec4 out_frag_color; layout (set = 0, binding = 0) uniform sampler2D tex; void main() { out_frag_color = texture(tex, in_uv) * vec4(in_color, 1.0f); }