#version 440 layout(location = 0) in vec2 vTexCoord; layout(location = 0) out vec4 fragColor; layout(std140, binding = 0) uniform buf { mat4 qt_Matrix; ivec4 swizzle; mat4 color_matrix; float qt_Opacity; } ubuf; layout(binding = 1) uniform sampler2D tex; vec4 swizzle(in vec4 texel, in ivec4 swizzle) { return vec4(texel[swizzle[0]], texel[swizzle[1]], texel[swizzle[2]], texel[swizzle[3]]); } void main() { vec4 texel = swizzle(texture(tex, vTexCoord), ubuf.swizzle); fragColor = texel * ubuf.qt_Opacity; }