#version 310 es #ifdef GLES2 precision mediump float; #else precision highp float; #endif layout(location = COLOR0) in vec4 v_color; layout(location = TEXCOORD0) in vec2 v_texCoord; layout(binding = 0) uniform sampler2D u_tex0; layout(std140) uniform fs_ub { vec4 baseColor; }; layout(location = SV_Target0) out vec4 FragColor; void main() { FragColor = texture(u_tex0, v_texCoord) * baseColor; FragColor = vec4(FragColor.rgb * FragColor.a, FragColor.a); }