layout (location = 0) in vec2 v_texCoords; layout (location = 1) in vec4 v_color; layout (location = 0) out vec4 v_FragColor; layout (binding = 1) uniform sampler2D u_colorTex; void main() { LOW_P vec4 color = texture(u_colorTex, v_texCoords); v_FragColor = color * v_color; }