#version 440 layout(location = 0) in vec2 sampleCoord; layout(location = 0) out vec4 fragColor; layout(binding = 1) uniform sampler2D _qt_texture; layout(std140, binding = 0) uniform buf { mat4 matrix; vec4 color; vec2 textureScale; float dpr; } ubuf; void main() { fragColor = ubuf.color * texture(_qt_texture, sampleCoord).a; // take .a instead of .r }