#version 460 in vec2 tc; flat in int tex_layer; layout (binding = 0) uniform sampler2DArray text; uniform vec3 textColor; out vec4 color; void main(void) { vec4 smapled = vec4(1.0, 1.0, 1.0, texture(text, vec3(tc, tex_layer)).r); color = vec4(textColor, 1.0) * smapled; }