#version 450 layout (push_constant) uniform PushConstant { mat4 model; uint samplerIndex; } constant; layout(set = 0, binding = 1) uniform sampler samplers[3]; layout(set = 1, binding = 0) uniform texture2D tex; layout(location = 0) in vec4 fragColor; layout(location = 1) in vec2 fragTexCoord; layout(location = 0) out vec4 outColor; void main() { outColor = texture(sampler2D(tex, samplers[constant.samplerIndex]), fragTexCoord) * fragColor; if(outColor.a == 0) discard; }