#version 450
#extension GL_ARB_separate_shader_objects : enable
#include "text.glsl"
layout(location = 0) in vec2 uv;
layout(location = 1) in vec4 color;
layout(location = 0) out vec4 out_color;
void main() {
out_color = texture(sampler2D(tex, smp), uv).rrrr * color;
}