#version 450 layout (binding = 1) uniform sampler2D samplerColor; struct Gui { vec4 offset; vec4 color; int mode; float depth; vec2 padding; }; layout (location = 0) in vec2 inUv; layout (location = 1) in flat Gui inGui; layout (location = 0) out vec4 outFragColor; void main() { if ( inUv.x < inGui.offset.x ) discard; if ( inUv.y < inGui.offset.y ) discard; if ( inUv.x > inGui.offset.z ) discard; if ( inUv.y > inGui.offset.w ) discard; outFragColor = texture(samplerColor, inUv); if ( outFragColor.a < 0.001 ) discard; if ( inGui.mode == 1 ) { outFragColor = inGui.color; } else { outFragColor *= inGui.color; } }