// Copyright 2021 Sascha Willems #version 450 #extension GL_EXT_nonuniform_qualifier : require layout (set = 0, binding = 1) uniform sampler2D textures[]; layout (location = 0) in vec2 inUV; layout (location = 1) flat in int inTexIndex; layout (location = 0) out vec4 outFragColor; void main() { outFragColor = texture(textures[nonuniformEXT(inTexIndex)], inUV); }