layout (location = 0) in float v_intensity; layout (location = 0) out vec4 v_FragColor; layout (binding = 0) uniform UBO { mat4 u_transform; mat4 u_normalTransform; vec4 u_color; vec2 u_texCoordFlipping; }; void main() { v_FragColor = vec4(u_color.rgb, u_color.a * v_intensity); }