#version 450
layout(location = 0) in vec2 v_Uv;
layout(location = 1) in vec4 v_Color;
layout(location = 0) out vec4 o_Target;
layout(set = 1, binding = 0) uniform texture2D EguiTexture_texture;
layout(set = 1, binding = 1) uniform sampler EguiTexture_texture_sampler;
void main() {
o_Target = v_Color * texture(
sampler2D(EguiTexture_texture, EguiTexture_texture_sampler),
v_Uv);
}