#version 450 #extension GL_EXT_nonuniform_qualifier : require layout(location = 0) out vec4 FragColor; layout(location = 0) in vec2 vUV; layout(location = 1) flat in int vIndex; layout(set = 0, binding = 0) uniform texture2D uTex[]; layout(set = 1, binding = 0) uniform sampler Immut; void main() { FragColor = texture(nonuniformEXT(sampler2D(uTex[vIndex], Immut)), vUV); }