#version 450 #extension GL_ARB_separate_shader_objects : enable #ifdef TW_TEXTURED layout(binding = 0) uniform sampler2D gTextureSampler; #endif layout(push_constant) uniform SVertexColorBO { layout(offset = 48) vec4 gVerticesColor; } gColorBO; layout (location = 0) noperspective in vec2 texCoord; layout (location = 1) noperspective in vec4 vertColor; layout (location = 0) out vec4 FragClr; void main() { #ifdef TW_TEXTURED vec4 tex = texture(gTextureSampler, texCoord); FragClr = tex * vertColor * gColorBO.gVerticesColor; #else FragClr = vertColor * gColorBO.gVerticesColor; #endif }