#version 310 es precision highp float; precision highp int; layout(location = TEXCOORD0) in vec2 v_texCoord; layout(location = TEXCOORD1) in float v_fogFactor; layout(binding = 0) uniform sampler2D u_tex0; layout(std140, binding = 0) uniform fs_ub { vec4 u_fogColor; }; layout(location = SV_Target0) out vec4 FragColor; void main (void) { vec4 finalColor = texture(u_tex0, v_texCoord); FragColor = mix(u_fogColor, finalColor, v_fogFactor ); //out put finalColor }