#version 450 layout(location = 0) out vec4 FragColor; layout(location = 0) in vec2 vUV; layout(set = 0, binding = 0) uniform sampler2D uSamplers[10000]; layout(set = 2, binding = 0) uniform sampler2D uSampler; layout(set = 1, binding = 0) uniform UBO { vec4 v; } vs[10000]; vec4 samp_array() { return texture(uSamplers[9999], vUV) + vs[5000].v; } vec4 samp_single() { return texture(uSampler, vUV); } void main() { FragColor = samp_array() + samp_single(); }