#version 450 precision mediump float; precision mediump sampler; layout(set = 0, binding = 1) uniform sampler tex_sampler; layout(set = 0, binding = 2) uniform texture2D tex; layout(location = 0) in vec2 frag_tex_coords; layout(location = 0) out vec4 out_color; void main() { out_color = texture(sampler2D(tex, tex_sampler), frag_tex_coords); }