#version 450 #extension GL_ARB_separate_shader_objects : enable layout(location = 0) in vec2 tex_coords; layout(location = 0) out vec4 out_color; //layout(binding = 1) uniform sampler2D tex; void main() { out_color = vec4(1.0, 0.0, 0.0, 1.0);// texture(tex, tex_coords); }