#version 450 layout(binding = 1) uniform sampler2D texture_sampler; layout(binding = 2) uniform sampler2D texture_sampler2; layout(location = 0) in vec3 frag_color; layout(location = 1) in vec2 frag_tex_coord; layout(location = 2) in vec2 frag_tex_coord2; layout(location = 0) out vec4 out_color; void main() { out_color = texture(texture_sampler, frag_tex_coord) * texture(texture_sampler2, frag_tex_coord2); }