#version 460

#extension GL_EXT_buffer_reference : require
#extension GL_GOOGLE_include_directive : require
#extension GL_EXT_nonuniform_qualifier : require

#include "structures.glsl"

layout (location = 0) in vec4 in_color;
layout (location = 1) in vec2 in_uv;
layout (location = 2) flat in uint in_image;

layout (location = 0) out vec4 out_frag_col;

void main()
{
	out_frag_col = texture(sampler2D(Textures[nonuniformEXT(in_image)], SamplerNearest), in_uv);
}
