#version 310 es precision highp float; layout(location = 0) in vec2 vTexCoord; layout(location = 1) in vec4 vColor; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 1) uniform highp sampler2D uTex; void main() { // Workaround for early drivers which fail to apply swizzle in VkImageView. FragColor = vec4(vColor.rgb, vColor.a * texture(uTex, vTexCoord).x); }