#version 450 #extension GL_ARB_separate_shader_objects : enable layout(location = 0) in vec3 in_position; layout(location = 1) in vec3 in_normal; layout(location = 2) in vec2 in_tex_coord; layout(set = 0, binding = 1) uniform sampler2D texSampler; layout(location = 0) out vec4 out_color; void main() { // out_color = vec4(1.0); out_color = texture(texSampler, in_tex_coord); }