#version 450 #extension GL_ARB_separate_shader_objects : enable #ifdef TW_TILE_TEXTURED layout(binding = 0) uniform sampler2DArray gTextureSampler; #endif layout(push_constant) uniform SVertexColorBO { layout(offset = 64) uniform vec4 gVertColor; } gColorBO; #ifdef TW_TILE_TEXTURED layout (location = 0) noperspective in vec3 TexCoord; #endif layout (location = 0) out vec4 FragClr; void main() { #ifdef TW_TILE_TEXTURED vec4 TexColor = texture(gTextureSampler, TexCoord.xyz); FragClr = TexColor * gColorBO.gVertColor; #else FragClr = gColorBO.gVertColor; #endif }