#version 450 layout(binding = 1) uniform sampler2D texSampler; layout(location = 0) in vec3 fragColor; layout(location = 1) in vec2 fragTexCoord; layout(location = 0) out vec4 outColor; void main() { outColor = texture(texSampler, fragTexCoord * 1.0); // vec2 coord = gl_PointCoord - vec2(0.5); // outColor = vec4(fragColor, 0.5 - length(coord)); }