#version {{version}} // Automatically generated from files in pathfinder/shaders/. Do not edit! uniform vec4 uColor[1]; uniform sampler2D SPIRV_Cross_CombineduTextureuSampler; in vec2 vTexCoord; layout(location = 0) out vec4 oFragColor; void main() { float alpha = texture(SPIRV_Cross_CombineduTextureuSampler, vTexCoord).x * uColor[0].w; oFragColor = vec4(uColor[0].xyz, 1.0) * alpha; }