#version 450 layout(location = 0) in vec2 v_Uv; layout(location = 1) in vec4 v_Color; layout(location = 0) out vec4 o_Target; layout(set = 1, binding = 2) uniform texture2D TextureAtlas_texture; layout(set = 1, binding = 3) uniform sampler TextureAtlas_texture_sampler; void main() { o_Target = v_Color * texture( sampler2D(TextureAtlas_texture, TextureAtlas_texture_sampler), v_Uv); }