#version 450 core layout(location = 0) out vec4 fColor; layout(set=0, binding=0) uniform sampler2D sTexture; layout(location = 0) in struct{ vec4 Color; vec2 UV; } In; void main() { fColor = In.Color * vec4(1, 1, 1, texture(sTexture, In.UV.st).r); }