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