#version 460 #extension GL_EXT_nonuniform_qualifier : require #extension GL_EXT_scalar_block_layout : require #extension GL_EXT_shader_16bit_storage : require in Varyings { layout(location = 0) flat uint instance; layout(location = 1) vec2 texCoord; } var; #include "includes/gui_image_common.glsl" layout(location = 0) out vec4 fragColor; #define IMAGE _Images[var.instance] void main() { vec4 texel = texture(sampler2D(_Textures[uint(IMAGE.textureId)], _Sampler), var.texCoord); fragColor = texel * IMAGE.tint; }