layout(location = 0) in vec4 f_vertex_color; layout(location = 1) in vec2 f_uv; layout(location = 3) flat in int f_material_id; layout(location = 0) out vec4 o_color; #include "utils/constants_utils.glsl" #include "utils/sample_mesh_texture.glsl" void main() { vec4 color = sampleMeshTexture0(f_material_id, f_uv) * f_vertex_color; vec3 mixed_color = color.xyz; float alpha = color.w; #ifdef PBR_ENABLED mixed_color = convertColor(mixed_color); #endif o_color = vec4(mixed_color * alpha, alpha); }