layout (location = 0) in vec2 v_colorTexCoords; layout (location = 0) out vec4 v_FragColor; layout (binding = 0) uniform UBO { mat4 u_modelView; mat4 u_projection; vec2 u_contrastGamma; vec2 u_position; float u_isOutlinePass; float u_opacity; float u_length; }; layout (binding = 1) uniform sampler2D u_colorTex; void main() { vec4 finalColor = texture(u_colorTex, v_colorTexCoords); finalColor.a *= u_opacity; v_FragColor = finalColor; }