3 layout( location = 0 ) in vec2 vTexCoord;
6 layout( set = 0, binding = 1, std140 ) uniform FragData
12 float preMultipliedAlpha;
15 layout( set = 0, binding = 2 ) uniform sampler2D sTexture;
17 layout( location = 0 ) out vec4 fragColor;
21 return vec4( mixColor * mix( 1.0, opacity, preMultipliedAlpha ), opacity );
26 vec2 texCoord = clamp( mix( uAtlasRect.xy, uAtlasRect.zw, vTexCoord ), uAtlasRect.xy, uAtlasRect.zw );
27 vec4 textTexture = texture( sTexture, texCoord );
28 textTexture.rgb *= mix( 1.0, textTexture.a, preMultipliedAlpha );
30 fragColor = textTexture * uColor * visualMixColor();