#version 450 #extension GL_ARB_separate_shader_objects : enable layout(location = 0) in vec2 fUv; layout(location = 0) out vec4 outColor; layout(binding = 1) uniform Material { vec3 lightColor; } material; layout(binding = 2) uniform sampler2D render; void main() { vec4 result = texture(render, fUv); if (result.rgb == vec3(1.0f, 1.0f, 1.0f)) result = vec4(material.lightColor, 1.0f); outColor = vec4(result.rgb, 1.0f); }