#version 450 #extension GL_EXT_nonuniform_qualifier : enable //layout(set = 0, binding = 0) uniform sampler font_samplers[]; //layout(set = 1, binding = 0) uniform texture2DArray font_textures[]; layout(location = 0) in vec4 fragColor; layout(location = 1) in vec2 fragUV; layout(location = 2) flat in uint code; layout(location = 0) out vec4 outColor; void main() { //outColor = fragColor * texture(sampler2DArray(font_textures[0], font_samplers[0]), vec3(fragUV, code)); outColor = vec4(1.0, 1.0, 1.0, 1.0); }