#version 440 layout(location = 0) in vec2 v_texcoord; layout(location = 0) out vec4 fragColor; layout(std140, binding = 0) uniform buf { float f; }; layout(binding = 1) uniform texture2D sepTex; layout(binding = 2) uniform sampler sepSampler; layout(binding = 3) uniform sampler sepSampler2; void main() { fragColor = texture(sampler2D(sepTex, sepSampler), v_texcoord); fragColor *= texture(sampler2D(sepTex, sepSampler2), v_texcoord); fragColor.a *= f; }