#version 450 #pragma shader_stage(fragment) #extension GL_EXT_nonuniform_qualifier : enable layout (location = 0) in vec2 inUV; layout (location = 0) out vec4 outColor; layout(set = 0, binding = 1) uniform sampler2D textures[]; layout(push_constant) uniform Block { uint textureHandle; uint vertexBufferHandle; }; void main() { outColor = vec4(texture(textures[textureHandle], inUV).rgb, 1.0f); }