Vulkan GLSL not properly supported?
I keep getting errors saying straight up weird things, I have no idea how SHADERed is actually constructed, I would have assumed you would have used the errors from GLSLang, but it looks like some custom error parser exists on top of all that, see this picture:

So clearly you can see I'm 1000% using vulkan for this shader. In fact bindings worked as expected in the vertex shader in this shader pass. Here is the fragment shader code:
#version 460
layout (location = 0) in vec2 out_uv;
layout (set=1, binding=0) uniform sampler2D render_texture_sampler;
layout (location = 0) out vec4 outColor;
void main() {
outColor = texture(render_texture_sampler, out_uv);
}
SHADERed's extra error stuff is spewing this (would copy, but UI does not allow copying of error messages).

Clearly, that's bullcrap.
Additionally SHADERed does not understand what gl_VertexIndex is and I'm going to take a wild guess and say that it probably doesn't understand that much more important gl_InstanceIndex either.

Honestly it looks like something that isn't GLSLang is being inserted that only understands pure OpenGL GLSL syntax and happens to be able to understand some Vulkan GLSL is being used and can only interpret the Vulkan GLSL subset that looks like OpenGL GLSL.
SHADERed used OpenGL as a rendering API, not Vulkan: https://github.com/dfranx/SHADERed/blob/master/src/SHADERed/Engine/GLUtils.cpp
@rAzoR8 The author has claimed Vulkan support: https://www.reddit.com/r/shadered/comments/da2c0g/shadered_v122/ https://www.reddit.com/r/shadered/comments/dh9tbq/shadered_v123_is_out/ and has options for Vulkan GLSL shaders, and does not expose the actual rendering API anyway. Regardless of what ever underlying rendering API exists, this is a massive bug.
Sorry for the inconvenience, I shouldn't have claimed full Vulkan GLSL support. I'll try to add Vulkan backend to SHADERed later this year anyway so it'll be fully supported.