#include "common.glsl" layout(binding = 0) uniform sampler2D image; in vec2 tex_coord; layout(location = 0) out vec4 out_FragColor; void main() { bool use_linear_blending = (bools & USE_LINEAR_BLENDING) != 0; vec4 rgba = texture(image, tex_coord); if (!use_linear_blending) { rgba = unlinearize(rgba); } rgba.rgb *= vec3(rgba.a); out_FragColor = rgba; }