#version 450 layout(set = 0, binding = 0) uniform sampler2D sTexture; layout(set = 2, binding = 0) uniform sampler2D sLightmap; layout(location = 0) in vec2 texCoord; layout(location = 1) in vec2 texCoordLmap; layout(location = 2) in float viewLightmaps; layout(location = 0) out vec4 fragmentColor; void main() { vec4 color = texture(sTexture, texCoord); vec4 light = texture(sLightmap, texCoordLmap); fragmentColor = (1.0 - viewLightmaps) * color * light + viewLightmaps * light; }