#version 150 core
uniform sampler2D t_Texture;
in vec2 v_Uv;
in vec4 v_Color;
out vec4 Target0;
layout (std140) uniform Globals {
mat4 u_MVP;
};
layout (std140) uniform Dim {
float u_Rate;
};
void main() {
Target0 = texture(t_Texture, v_Uv) * v_Color * u_Rate;
}