3 layout( location = 0 ) in vec2 vTexCoord;
5 layout( set = 0, binding = 1, std140 ) uniform FragData
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 );
23 fragColor = texture( sTexture, vTexCoord ) * uColor * visualMixColor();