#version 450 #extension GL_ARB_separate_shader_objects : enable layout(location = 0) out vec4 outColor; layout(binding = 1) uniform Shading { vec4 color; bool preMultiply; } shading; layout(binding = 1) uniform sampler2D render; void main() { outColor = shading.color; if (shading.preMultiply) outColor = vec4(outColor.rgb * outColor.a, outColor.a); }