#version 450 #extension GL_EXT_nonuniform_qualifier : require layout(set = 0, binding = 0) uniform texture2D uTex[]; layout(set = 1, binding = 0) uniform sampler uSamp; layout(location = 0) flat in int Index; layout(location = 0) out vec4 FragColor; void main() { FragColor = texture(nonuniformEXT(sampler2D(uTex[Index], uSamp)), vec2(0.5)); }