#version 450 layout (set = 0, binding = 2) uniform sampler2D samplerColorMap; layout (location = 0) in vec3 inNormal; layout (location = 1) in vec3 inColor; layout (location = 2) in vec2 inUV; layout (location = 0) out vec4 outFragColor; void main() { outFragColor = texture(samplerColorMap, inUV) * vec4(inColor, 1.0); }