#version 430 layout (binding = 0) uniform sampler2D Texture0; layout (binding = 1) uniform sampler2D Texture1; in VertexData{ vec2 TextureCoordinate; }Input; out vec4 fragmentColor; void main() { vec4 texel0 = texture(Texture0, Input.TextureCoordinate); vec4 texel1 = texture(Texture1, Input.TextureCoordinate); fragmentColor = texel0 + texel1; //fragmentColor = vec4(1,0.5,0.7,1); }