#version 450 // 450 or 310 es are recommended layout(set = 0, binding = 0, std140) uniform UBO { mat4 MVP; float ColorMod; uint FrameCount; }; layout(push_constant) uniform Push { float ColorMod2; } params; #pragma name StockShader #pragma format R8G8B8A8_UNORM #pragma parameter ColorMod "Color intensity" 1.0 0.1 2.0 0.1 #pragma parameter ColorMod2 "Color intensity" 1.0 0.1 2.0 0.1 #pragma stage vertex layout(location = 0) in vec4 Position; layout(location = 1) in vec2 TexCoord; layout(location = 0) out vec2 vTexCoord; void main() { gl_Position = MVP * Position; vTexCoord = TexCoord; } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 0) out vec4 FragColor; layout(binding = 1) uniform sampler2D Source; void main() { FragColor = texture(Source, vTexCoord) * ColorMod * params.ColorMod2; }