#version 440 layout(location = 0) in vec2 v_texcoord; layout(location = 0) out vec4 fragColor; layout(std140, binding = 0) uniform buf { mat4 qt_Matrix; float qt_Opacity; }; layout(binding = 1) uniform sampler2D tex0; void main() { fragColor.rgb = qt_Opacity * texture(tex0, v_texcoord).rgb; fragColor.a = qt_Opacity; }