#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 = 3) flat in uint font; layout(location = 0) out vec4 outColor; void main() { outColor = fragColor * texture(sampler2DArray(font_textures[font], font_samplers[0]), vec3(fragUV, code)); }