#version 450 layout(location = 0) in vec3 v_Uv; layout(set = 0, binding = 1) uniform sampler u_Sampler; layout(set = 1, binding = 0) uniform texture2DArray u_Texture; layout(location = 0) out vec4 o_Color; void main() { o_Color = texture(sampler2DArray(u_Texture, u_Sampler), v_Uv); }