#version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable layout (binding = 0) uniform sampler2D samplerColor0; layout (binding = 1) uniform sampler2D samplerColor1; layout (location = 0) in vec2 inUV; layout (location = 0) out vec4 outColor; void main() { outColor = texture(samplerColor0, inUV); }