#version 430 layout( location = 0 ) in vec4 triColor; layout( location = 1 ) in vec2 uvCoords; layout( location = 0 ) out vec4 outColor; layout( set = 0, binding = 4 ) uniform sampler2D sTexture; layout( set = 0, binding = 2 ) uniform sampler2D sTexture2; void main() { outColor = texture( sTexture, uvCoords) * triColor; }