3 layout( location = 0 ) in vec2 vTexCoord;
6 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 vec4 textTexture = texture( sTexture, vTexCoord );
20 textTexture.rgb *= mix( 1.0, textTexture.a, preMultipliedAlpha );
22 fragColor = textTexture * uColor * vec4(mixColor,1.0);