#version 450 #extension GL_ARB_separate_shader_objects : enable layout(location = 0) in vec2 vUv; layout(location = 0) out vec4 result; layout(binding = 1) uniform Opt { bool preMultiply; vec4 multiplier; } opt; layout(binding = 2) uniform sampler2D render; void main() { result = opt.multiplier * texture(render, vUv); if (opt.preMultiply) result = vec4(result.rgb * result.a, result.a); }