#version 440 layout(location = 0) in vec2 v_texcoord; layout(location = 0) out vec4 fragColor; layout(binding = 1) uniform sampler2DArray tex; layout(std140, binding = 0) uniform buf { mat4 mvp; int flip; float layer; }; void main() { vec4 c = texture(tex, vec3(v_texcoord, layer)); fragColor = vec4(c.rgb * c.a, c.a); }