#version 450 core layout(binding = 2) uniform sampler2D tex; layout(location = 0) in vec2 FragmentTexCoord; layout(location = 0) out vec4 FragColor; layout(binding = 1) uniform ColorMaterial { vec4 color; } color_material; void main() { float lum=texture(tex,FragmentTexCoord).r; FragColor=vec4(color_material.color.rgb*lum,color_material.color.a); }