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#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;
}
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