#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(push_constant) uniform constants { layout(offset = 96) uint texture_index; uint sampler_index; } consts; void main() { o_Color = In.color * texture(sampler2D(textures[consts.texture_index], samplers[consts.sampler_index]), In.uv.xy); }