#version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable layout (binding = 0) uniform sampler2D samplerColorMap; layout (binding = 1) uniform sampler2D samplerGradientRamp; layout (location = 0) in vec4 inColor; layout (location = 1) in float inGradientPos; layout (location = 0) out vec4 outFragColor; void main () { vec3 color = texture(samplerGradientRamp, vec2(inGradientPos, 0.0)).rgb; outFragColor.rgb = texture(samplerColorMap, gl_PointCoord).rgb * color; }