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#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);
}
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