#version 440 layout(location = 0) in float gradTabIndex; layout(location = 0) out vec4 fragColor; layout(binding = 1) uniform sampler2D gradTabTexture; layout(std140, binding = 0) uniform buf { mat4 matrix; vec2 gradStart; vec2 gradEnd; float opacity; } ubuf; void main() { fragColor = texture(gradTabTexture, vec2(gradTabIndex, 0.5)) * ubuf.opacity; }