#version 440 layout(location = 0) in vec2 v_texcoord; layout(location = 1) in vec4 v_color; layout(location = 0) out vec4 fragColor; layout(std140, binding = 0) uniform buf { mat4 mvp; float opacity; }; layout(binding = 1) uniform sampler2D tex; void main() { vec4 c = v_color * texture(tex, v_texcoord); c.a *= opacity; c.rgb *= c.a; fragColor = c; }