#version 440
#define MAX_TEXTURES 8
layout(location = 0) out vec4 o_color;
layout(set = 0, binding = 0) uniform texture2D u_textures[MAX_TEXTURES];
layout(set = 0, binding = 1) uniform sampler u_samplers[MAX_TEXTURES];
void main() {
o_color = vec4(0.0);
for (int i = 0; i < MAX_TEXTURES; i++) {
// We want to ensure that this is valid even if opaque values never resolve.
texture(sampler2D(u_textures[i], u_samplers[i]), vec2(0.0, 0.0));
}
}