#version 460 core layout (location = 0) in vec3 norm; layout (location = 1) in vec2 texCoord; layout (location = 0) out vec4 FragColor; layout (set = 0, binding = 0) uniform Matrices { mat4 mvp; float time; }; layout (set = 0, binding = 1) uniform sampler2D tex; void main() { //FragColor = vec4(1.0); FragColor = texture(tex, texCoord); // FragColor = vec4(texCoord, 0.0, 1.0); }