#version 450 layout (location = 0) in vec2 TexCoord; layout (location = 0) out vec4 FragColor; layout(set = 2, binding = 0) uniform sampler2DArray Sampler; layout (set = 3, binding = 0) uniform UniformBlock { float depth; }; void main() { FragColor = texture(Sampler, vec3(TexCoord, depth)); }