| #version 450 | |
| #extension GL_ARB_separate_shader_objects : enable | |
| layout(binding = 0) uniform sampler2D texSampler; | |
| layout(location = 0) in vec2 fragTexCoord; | |
| layout(location = 0) out vec4 outColor; | |
| void main() { | |
| outColor = texture(texSampler, fragTexCoord); | |
| } |