#version 450 layout(set = 0, binding = 0) uniform sampler2D uTileTexture; layout(push_constant) uniform PushConstants { layout(offset = 16) vec4 tintColor; }; layout(location = 0) in vec2 TexCoord; layout(location = 0) out vec4 outColor; void main() { vec4 texel = texture(uTileTexture, TexCoord); outColor = texel * tintColor; }