#version 450 #pragma shader_stage(fragment) #extension GL_EXT_samplerless_texture_functions : require layout (location = 0) in vec2 inUv; layout (location = 1) flat in uint inPass; layout (location = 0) out vec4 outAlbedo; layout (binding = 0) uniform sampler2D samplerAlbedo; void main() { outAlbedo = texture( samplerAlbedo, inUv ); }