#version 450 #extension GL_EXT_samplerless_texture_functions : require layout (binding = 1) uniform sampler samp; layout (binding = 2) uniform texture2D albedoLeftTexture; layout (binding = 3) uniform texture2D albedoRightTexture; layout (location = 0) in vec2 inUv; layout (location = 0) out vec4 outAlbedoSpecular; layout( push_constant ) uniform PushBlock { uint pass; } PushConstant; void main() { if ( PushConstant.pass == 0 ) { outAlbedoSpecular.rgb = texture(sampler2D(albedoLeftTexture, samp), inUv).rgb; } else { outAlbedoSpecular.rgb = texture(sampler2D(albedoRightTexture, samp), inUv).rgb; } outAlbedoSpecular.a = 1; }