#version 450 //shader input layout (location = 0) in vec2 in_uv; layout (location = 1) in vec4 in_color; //output write layout (location = 0) out vec4 out_frag_color; layout(set = 0, binding = 0) uniform sampler2D atlas_texture; void main() { vec4 alpha_v = texture(atlas_texture, in_uv); vec4 sampled = vec4(1.0, 1.0, 1.0, alpha_v.r); out_frag_color = in_color * sampled; }