#version 450 layout(set = 0, binding = 0) uniform sampler2D atlas; layout(location = 0) in vec2 vUV; layout(location = 1) flat in vec4 vFG; layout(location = 2) flat in vec4 vBG; layout(location = 0) out vec4 outColor; void main() { float coverage = texture(atlas, vUV).r; outColor = vec4(mix(vBG.rgb, vFG.rgb, coverage), 1.0); }