3 layout( location = 0 ) in vec4 triColor;
4 layout( location = 1 ) in vec2 uvCoords;
5 layout( location = 0 ) out vec4 outColor;
7 layout( set = 0, binding = 4 ) uniform sampler2D sTexture;
8 layout( set = 0, binding = 2 ) uniform sampler2D sTexture2;
12 outColor = texture( sTexture, uvCoords) * triColor;