3 layout( location=0 ) in vec2 vTexCoord;
5 layout( set=0, binding=1, std140 ) uniform FragDataNoAtlas
10 float preMultipliedAlpha;
13 layout( set=0, binding=2 ) uniform sampler2D sTexture;
15 layout( location=0 ) out vec4 fragColor;
19 return vec4( mixColor * mix( 1.0, opacity, preMultipliedAlpha ), opacity );
24 fragColor = texture( sTexture, vTexCoord ) * uColor * visualMixColor();