#version 460 #extension GL_EXT_nonuniform_qualifier : require layout(set = 0, binding = 0) uniform sampler2D texSamplers[]; layout(location = 0) in vec2 uv; layout(location = 1) in vec4 color; layout(location = 2) in float alpha; layout(location = 3) in flat uint tex_id; layout(location = 0) out vec4 out_color; void main() { // outColor = texture(texSamplers[nonuniformEXT(tex_id)], uv) * color; out_color = vec4(1); }