#version 450
layout (set=0, binding = 0) uniform sampler2D fontSampler;
layout (location = 0) in vec2 inUV;
layout (location = 1) in vec4 inColor;
layout (location = 0) out vec4 outColor;
void main()
{
outColor = pow(inColor * texture(fontSampler, inUV), vec4(2.2));
}