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