#version 450 layout(location = 0) in vec3 fragColor; layout(location = 1) in vec2 fragTextureCoordinates; layout(location = 0) out vec4 outColor; layout(binding = 1) uniform sampler2D textureSampler; void main() { outColor = vec4(fragColor * texture(textureSampler, fragTextureCoordinates).rgb, 1.0); }