#version 450 layout(set = 1, binding = 0) uniform texture2D uBaseColorTexture; layout(set = 1, binding = 1) uniform texture2D uSpecularTexture; layout(set = 2, binding = 0) uniform sampler uBaseColorSampler; layout(set = 2, binding = 1) uniform sampler uSpecularSampler; layout(location = 0) in vec3 vWorldPosition; layout(location = 1) in vec3 vWorldNormal; layout(location = 2) in vec2 vTexCoord; layout(location = 0) out vec4 fragColor; void main() { vec3 baseColor = texture(sampler2D(uBaseColorTexture, uBaseColorSampler), vTexCoord).rgb; fragColor = vec4(baseColor, 1.0); }