layout (location = 0) in vec2 v_colorTexCoord; layout (location = 0) out vec4 v_FragColor; layout (binding = 0) uniform UBO { mat4 u_modelView; mat4 u_projection; mat4 u_pivotTransform; vec4 u_trafficParams; vec4 u_outlineColor; vec4 u_lightArrowColor; vec4 u_darkArrowColor; float u_outline; float u_opacity; }; layout (binding = 1) uniform sampler2D u_colorTex; void main() { vec4 color = texture(u_colorTex, v_colorTexCoord); v_FragColor = vec4(color.rgb, u_opacity); }