#version 330 #extension GL_ARB_separate_shader_objects : enable layout(location=1) in vec2 fsTex; layout(location=0) out vec4 target; uniform sampler2D mainTex; uniform vec4 color; void main() { float alpha = texelFetch(mainTex, ivec2(fsTex), 0).a; target = vec4(color.xyz, alpha * color.a); }