#version 450 layout (set = 1, binding = 0) uniform sampler2D Skin; layout (push_constant) uniform PushConstants { layout (offset = 68) uint colorA; uint colorB; vec4 base_color; vec4 fog; }; layout (location = 0) in vec2 texcoord; layout (location = 1) in vec4 position; layout (location = 2) in vec3 fnormal; layout (location = 3) in vec3 ftangent; layout (location = 4) in vec3 fbitangent; layout (location = 5) in vec4 color; layout (location = 0) out vec4 frag_color; void main (void) { vec4 c; c = texture (Skin, texcoord);// * color; frag_color = c; }