#extension GL_EXT_nonuniform_qualifier : require layout(location = 0) out vec4 o_Color; layout(location = 0) in struct { vec2 uv; vec4 color; } In; layout(set = 0, binding = 0) uniform sampler samplers[]; layout(set = 0, binding = 1) uniform texture2D textures[]; layout(set = 0, binding = 2, rgba32f) uniform image2D images[]; layout(set = 2, binding = 0) uniform parameters { uint vertex_buffer; vec2 scale; vec2 translate; uint texture_index; } params; void main() { o_Color = In.color * texture(sampler2D(textures[nonuniformEXT(params.texture_index)], samplers[nonuniformEXT(0U)]), In.uv.xy); // o_Color = vec4(1, 0, 0, 1); }