#version 450 /* Each time texture count is changed this value also need to change. I have to fix it somehow. */ layout(binding = 1) uniform sampler2D texSampler[1]; 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() { outColor = vec4(fragColor * texture(texSampler[instanceTextureId], fragTexCoord).rgb, 1.0); }