layout (location = 0) in vec2 inUV; layout (location = 1) in vec4 inColor; layout (location = 0) out vec4 outColor; layout (binding = 2) uniform sampler2D colorSampler; vec4 toSRGB(vec4 v) { return vec4(pow(v.rgb, vec3(2.2)), v.a); } void main() { if(inColor.a == 0.0) discard; if(textureSize(colorSampler, 0).x > 1) outColor = texture(colorSampler, inUV); else outColor = inColor; outColor = toSRGB(outColor); }