#version 450 #extension GL_EXT_descriptor_heap : require layout(descriptor_heap) uniform sampler2D u_image[]; layout(location = 0) flat in vec2 vtx_out_texCoord; layout(location = 0) out vec4 o_result; void main() { vec2 texCoord = vtx_out_texCoord; vec4 result = texture(u_image[0], texCoord); o_result = result; }