#version 460 layout(set = 2, binding = 0) uniform sampler2D u_texture; layout(set = 3, binding = 0) uniform Parameters { vec4 u_color; }; layout(location = 0) in vec2 i_texCoord; layout(location = 1) in vec4 i_color; layout(location = 0) out vec4 o_color; void main() { o_color = texture(u_texture, i_texCoord) * i_color * u_color; }