#ifdef ENABLE_VTF layout (location = 0) in LOW_P vec4 v_color; #else layout (location = 1) in vec2 v_colorTexCoords; layout (binding = 1) uniform sampler2D u_colorTex; #endif layout (location = 2) in vec2 v_maskTexCoords; 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 = 2) uniform sampler2D u_maskTex; void main() { #ifdef ENABLE_VTF LOW_P vec4 color = v_color; #else LOW_P vec4 color = texture(u_colorTex, v_colorTexCoords); #endif color *= texture(u_maskTex, v_maskTexCoords); color.a *= u_opacity; v_FragColor = color; }