#version 450 #extension GL_EXT_nonuniform_qualifier : enable layout(set = 0, binding = 1) uniform sampler2D texSampler[]; layout(location = 0) in vec3 fragColor; layout(location = 1) in vec2 fragTexCoord; layout(location = 2) in flat uint instanceTextureId; layout(location = 0) out vec4 outColor; void main() { vec4 texturePixels = texture(texSampler[instanceTextureId], fragTexCoord); outColor = vec4(fragColor * texturePixels.rgb, texturePixels.a); }