#version 450 #extension GL_EXT_nonuniform_qualifier : require layout(location = 0) in vec2 in_coords; layout(location = 0) out vec4 out_color; layout(set = 0, binding = 0) uniform sampler u_sampler; layout(set = 0, binding = 1) uniform texture2D u_images[]; layout(push_constant) uniform p_constants_t { uint frame; uint imageIndex; float time; }; void main() { out_color = texture(sampler2D(u_images[imageIndex], u_sampler), in_coords); }