#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#include "tile_layer.glsl"
layout (location = 0) in vec2 o_uv;
layout (location = 0) out vec4 uFragColor;
void main() {
//vec4 color = texture(tex[0], o_uv);
vec4 color = texture(sampler2D(tex, smp), o_uv);
uFragColor = color;
}