#version 460 layout(binding = 1) uniform sampler textureSampler; layout(binding = 2) uniform texture2D textureImage; layout(location = 0) in vec3 fragmentColor; layout(location = 1) in vec2 fragmentTextureCoordinate; layout(location = 0) out vec4 outColor; void main() { outColor = vec4(fragmentColor * texture(sampler2D(textureImage, textureSampler), fragmentTextureCoordinate).rgb, 1.0); }