#version 450
#extension GL_ARB_separate_shader_objects : enable

layout(binding = 0, set = 1) uniform sampler2D currentTexture;

layout(location = 0) in vec4 fragColor;
layout(location = 1) in vec2 fragUv;
layout(location = 0) out vec4 outColor;

void main() {
    vec4 texColor = texture(currentTexture, fragUv);
    outColor = fragColor * texColor;
}