#version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable #extension GL_EXT_nonuniform_qualifier : require struct MatPropData { vec4 color; int textureIndex; float alpha; vec3 beta; }; layout(location = 0) in struct { vec4 vertColor; vec2 uv; } In; // material stuff layout(location = 2) flat in struct { int materialIndex; } In2; //layout (set = 0, binding = ) layout (set = 0, binding = 1) uniform sampler2D textures[]; // for textures (global) layout (set = 3, binding = 0) buffer MaterialProperties // For materials { MatPropData data[]; } MatProp; layout(location = 0) out vec4 outColor; void main() { outColor = texture(textures[nonuniformEXT(MatProp.data[In2.materialIndex].textureIndex)], In.uv) + MatProp.data[In2.materialIndex].color / MatProp.data[In2.materialIndex].alpha; //outColor = vec4 (1.0f); }