#version 460 core layout(location = 0) out vec4 color; struct VertexOutput { vec4 Tint; vec2 TexCoord; }; layout(location = 0) in VertexOutput Input; layout(location = 2) in flat float TexID; layout(binding = 0) uniform sampler2D textures[32]; void main() { color = texture(textures[int(TexID)], Input.TexCoord) * Input.Tint; }