#version 450 #extension GL_ARB_separate_shader_objects : enable layout(location = 0) in vec2 f_uv; layout(location = 1) in float f_opacity; layout(location = 0) out vec4 color; layout(set = 0, binding = 0) uniform texture2D f_texture; layout(set = 0, binding = 1) uniform sampler f_sampler; void main() { color = texture(sampler2D(f_texture, f_sampler), f_uv); color.a *= f_opacity; }