#version 450 layout (location = 0) in float fragLight; layout (location = 1) in vec2 fragUv; layout (location = 2) in flat int fragTex; layout (location = 0) out vec4 outColor; layout (binding = 1) uniform sampler2D texSampler[9]; void main() { outColor = texture(texSampler[fragTex], fragUv) + fragLight; }