#culling none #attribute position3 #attribute normal3 #attribute uv2 #vertex glsl layout(location=0) in vec3 in_pos; layout(location=1) in vec3 in_norm; layout(location=2) in vec2 in_uv; SBINDING(0) out vec2 out_uv; void main() { gl_Position = vec4(in_pos, 1.0); out_uv = in_uv; } #fragment glsl precision highp float; TBINDING0 uniform sampler2D texs[1]; layout(location=0) out vec4 out_frag; SBINDING(0) in vec2 out_uv; void main() { out_frag = texture(texs[0], out_uv); }