#version 450 #extension GL_ARB_separate_shader_objects : enable layout (set = 0, binding = 0) uniform sampler2D gTextureSampler; layout(push_constant) uniform SVertexColorBO { #ifdef TW_PUSH_CONST layout(offset = 64) vec4 gVerticesColor; #else layout(offset = 48) vec4 gVerticesColor; #endif } gColorBO; layout (location = 0) noperspective in vec2 texCoord; layout (location = 1) noperspective in vec4 vertColor; layout (location = 0) out vec4 FragClr; void main() { vec4 tex = texture(gTextureSampler, texCoord); FragClr = tex * vertColor * gColorBO.gVerticesColor; }