#version 450 layout(location = 0) in vec3 fragColor; layout(location = 1) in vec2 fragTexCoord; layout(location = 0) out vec4 outColor; layout(binding = 1) uniform sampler2D texSampler; layout(binding = 0) uniform UniformBufferObject { mat4 model; mat4 view; mat4 proj; vec2 resolution; } ubo; void main() { //outColor = vec4(fragColor * texture(texSampler, fragTexCoord).rgb, 1.0); outColor = texture(texSampler, fragTexCoord); //outColor = vec4(fragColor ,1); }