#version 460 core #define STAGE_FRAGMENT 1 #define LAYOUT_UI 1 // the user interface (imgui): the colour of the vertices times the texture of the draw (the font, an image, a texture), pushed // with the draw #include "common.glsl" layout(location = 0) in vec2 f_uv; layout(location = 1) in vec4 f_colour; layout(set = UI_SET, binding = UI_TEXTURE) uniform sampler2D ui_texture; layout(location = 0) out vec4 out_colour; void main() { out_colour = FBOUT(f_colour * texture(ui_texture, f_uv)); }