#version 450 layout(location=0) in vec2 v_tex_coords; layout(location=0) out vec4 f_color; layout(set = 0, binding = 0) uniform texture2D t_diffuse; layout(set = 0, binding = 1) uniform sampler s_diffuse; void main() { f_color = texture(sampler2D(t_diffuse, s_diffuse), v_tex_coords); }