#version 330 #extension GL_ARB_separate_shader_objects : require uniform sampler2D InSampler; layout(std140) uniform BlitConfig { vec4 ColorModulate; }; layout(location = 0) in vec2 texCoord; layout(location = 0) out vec4 fragColor; void main(){ fragColor = texture(InSampler, texCoord) * ColorModulate; }