#version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable layout(set = 1, binding = 0) uniform texture2D FontTexture; layout(set = 0, binding = 1) uniform sampler FontSampler; layout (location = 0) in vec4 color; layout (location = 1) in vec2 texCoord; layout (location = 0) out vec4 outputColor; void main() { outputColor = color * texture(sampler2D(FontTexture, FontSampler), texCoord); }