#version 440 layout(location = 0) in vec2 v_texcoord; layout(location = 0) out vec4 fragColor; layout(std140, binding = 0) uniform buf { mat4 vertexTransform; mat3 textureTransform; float opacity; int textureSwizzle; }; layout(binding = 1) uniform sampler2D textureSampler; void main() { vec4 tmpFragColor = texture(textureSampler, v_texcoord); tmpFragColor.a *= opacity; if (textureSwizzle == 0) fragColor = tmpFragColor; else if(textureSwizzle == 2) fragColor.argb = tmpFragColor; else fragColor.bgra = tmpFragColor; }