#version 460 core #extension GL_EXT_nonuniform_qualifier : enable layout(location = 0) in vec2 frag_uv; layout(location = 1) in vec4 frag_c; layout(location = 2) in flat uint texid; layout(location = 0) out vec4 framebuffer; layout(binding = 1) uniform sampler2D u_images[]; void main() { framebuffer = frag_c * texture(u_images[texid], frag_uv); }