#version 450
// Changed
layout(location=0) in vec3 v_tex_coords;
layout(location=1) in vec4 f_tint;
layout(location=0) out vec4 f_color;
// New
layout(set = 0, binding = 0) uniform texture2D t_diffuse;
layout(set = 0, binding = 1) uniform sampler s_diffuse;
void main() {
vec4 f_tex_col = texture(sampler2D(t_diffuse, s_diffuse), v_tex_coords.xy / v_tex_coords.z);
f_color = f_tint * f_tex_col;
}