#version 450 layout (location = 0) in vec2 TexCoord; layout (location = 0) out vec4 FragColor; layout(binding = 0, set = 1) uniform sampler2DArray Sampler; layout (binding = 0, set = 3) uniform UniformBlock { float depth; }; void main() { FragColor = texture(Sampler, vec3(TexCoord, depth)); }