#version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable layout (binding = 2) uniform sampler2D samplerColor; layout (location = 0) in vec2 inUV; layout (location = 0) out vec4 outFragColor; void main() { const vec4 gradientStart = vec4(0.93, 0.9, 0.81, 1.0); const vec4 gradientEnd = vec4(0.35, 0.5, 1.0, 1.0); outFragColor = mix(gradientStart, gradientEnd, min(0.5 - inUV.t, 0.5)/0.15 + 0.5); }