layout (location = 0) in vec2 v_colorTexCoords; layout (location = 1) in float v_intensity; layout (location = 0) out vec4 v_FragColor; layout (binding = 0) uniform UBO { mat4 u_modelView; mat4 u_projection; mat4 u_pivotTransform; vec2 u_contrastGamma; float u_opacity; float u_zScale; float u_interpolation; float u_isOutlinePass; }; layout (binding = 1) uniform sampler2D u_colorTex; void main() { vec4 finalColor = vec4(texture(u_colorTex, v_colorTexCoords).rgb, u_opacity); v_FragColor = vec4((v_intensity * 0.2 + 0.8) * finalColor.rgb, finalColor.a); }