1#version 450 2#extension GL_EXT_nonuniform_qualifier : require 3layout(set = 0, binding = 0) uniform texture2D uTex[]; 4layout(set = 1, binding = 0) uniform sampler uSamp; 5layout(location = 0) flat in int Index; 6layout(location = 0) out vec4 FragColor; 7void main() 8{ 9 FragColor = texture(nonuniformEXT(sampler2D(uTex[Index], uSamp)), vec2(0.5)); 10} 11