#version 450 #extension GL_EXT_nonuniform_qualifier : require layout(set = 0, binding = 0, std430) readonly buffer SSBO { uint indices[]; } _8; layout(set = 0, binding = 0) uniform sampler2D uSamplers[]; layout(set = 1, binding = 0) uniform sampler2D uSampler; layout(location = 0) out vec4 FragColor; layout(location = 0) in vec2 vUV; void main() { FragColor = textureLod(uSamplers[nonuniformEXT(_8.indices[10])], vUV, 0.0); FragColor += textureLod(uSampler, vUV, float(_8.indices[int(gl_FragCoord.y)])); }