struct Image { vec4 tint; vec2 positionSSPX; vec2 sizePX; vec2 uvMin; vec2 uvMax; uint16_t textureId; }; #include "global_uniforms.glsl" layout(set = 0, binding = 1, scalar) readonly buffer Images { Image _Images[]; }; layout(set = 0, binding = 2) uniform sampler _Sampler; layout(set = 0, binding = 3) uniform texture2D _Textures[];