#version 450
#extension GL_ARB_separate_shader_objects : enable
layout(location = 0) in vec2 f_uv;
layout(location = 1) in float f_opacity;
layout(location = 0) out vec4 color;
layout(set = 0, binding = 0) uniform texture2D f_texture;
layout(set = 0, binding = 1) uniform sampler f_sampler;
void main() {
color = texture(sampler2D(f_texture, f_sampler), f_uv);
color.a *= f_opacity;
}