#version 450 #extension GL_ARB_separate_shader_objects : enable layout(push_constant) uniform PushConstants { mat4 model; } push; layout(binding = 0, set = 0) uniform ObjectUniformData { mat4 view; mat4 projection; mat4 ortho_projection; float time; vec3 light_position; vec3 light_directional_rotation; vec3 camera_position; } ubo; layout(binding = 1, set = 0) uniform sampler2D diffuse_tex; layout(location = 0) in vec2 tex_coords; layout(location = 0) out vec4 out_color; void main() { out_color = vec4(1., 1., 1., texture(diffuse_tex, tex_coords).r); }