#version 450 layout(location=0) in vec2 v_uv; layout(location=1) in vec4 v_col; layout(location=0) out vec4 out_color; layout(set=2, binding=0) uniform sampler2D tex; void main() { vec4 t = texture(tex, v_uv); out_color = vec4(t.rgb * v_col.rgb, t.a * v_col.a); }