#version 450 layout(set = 0, binding = 0) uniform sampler2D sTexture; layout(location = 0) in vec4 color; layout(location = 1) in vec2 texCoord; layout(location = 2) in flat int textured; layout(location = 0) out vec4 fragmentColor; void main() { if(textured != 0) fragmentColor = texture(sTexture, texCoord) * clamp(color, 0.0, 1.0); else fragmentColor = color; }