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 );
24 fragColor = texture( sTexture, vTexCoord ) * uColor * visualMixColor();