layout (location = 0) uniform sampler2D u_tex; layout (location = 1) uniform float u_alpha; in vec2 v_uv; in vec4 v_color; out vec4 o_color; void main(void) { float a = texture(u_tex, v_uv).r; o_color = vec4(v_color.rgb, v_color.a*a*u_alpha); }