#version 450 #extension GL_ARB_separate_shader_objects : enable layout(location = 0) in vec2 fUv; layout(location = 0) out vec4 result; layout(binding = 1) uniform Opt { vec3 color; bool preMultiply; } opt; layout(binding = 2) uniform sampler2D render; void main() { result = texture(render, fUv).rgba; if (result.rgb == vec3(1.0f, 1.0f, 1.0f)) result *= vec4(opt.color, 1.0f); if (opt.preMultiply) result = vec4(result.rgb * result.a, result.a); }