#extension GL_EXT_buffer_reference : require #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(buffer_reference) readonly buffer global_params { uint padding; }; layout(buffer_reference) readonly buffer pass_params { uint padding; }; struct vertex { float pos_x; float pos_y; float uv_x; float uv_y; uint color; }; layout(buffer_reference) readonly buffer vertices { vertex vertices[]; }; layout(buffer_reference) readonly buffer draw_params { vertices vertex_buffer; vec2 scale; vec2 translate; uint texture_index; }; layout(push_constant) uniform registers { global_params globals; pass_params pass; draw_params draw; } regs; void main() { o_Color = In.color * texture(sampler2D(textures[nonuniformEXT(regs.draw.texture_index)], samplers[nonuniformEXT(0U)]), In.uv.xy); }