#version 310 es precision highp float; precision highp int; layout(location = 0) in vec2 TextureCoordOut; layout(location = 1) in vec4 ColorOut; layout(binding = 0) uniform sampler2D u_tex0; layout(std140, binding = 0) uniform fs_ub { vec4 u_color; }; layout(location = 0) out vec4 FragColor; void main(void) { FragColor = texture(u_tex0, TextureCoordOut) * ColorOut * u_color; }