#version 450 #extension GL_ARB_separate_shader_objects : enable layout(location = 0) in vec2 v_TexCoord; layout(location = 0) out vec4 Target0; layout(set = 0, binding = 1) uniform texture2D t_Color; layout(set = 0, binding = 2) uniform sampler t_Color_; void main() { vec4 tex = texture(sampler2D(t_Color, t_Color_), v_TexCoord); float blend = dot(v_TexCoord-vec2(0.5,0.5), v_TexCoord-vec2(0.5,0.5)); Target0 = mix(tex, vec4(0.0,0.0,0.0,0.0), blend*1.0); }