#version 450 core layout (location = 0) out vec4 FragColor; layout (location = 0) in Vertex { vec4 color; vec3 worldSpacePos; vec3 worldSpaceNorm; vec2 texCoord1; flat int cameraIndex; } fs_in; layout (binding = 1) uniform sampler2D t0; void main() { FragColor = texture(t0, fs_in.texCoord1); }