#version 440 layout(location = 0) in vec2 qt_TexCoord0; layout(location = 0) out vec4 fragColor; layout(std140, binding = 0) uniform buf { mat4 qt_Matrix; float qt_Opacity; }; void main() { fragColor = vec4(1.0, 0.0, 0.0, 0.5) * qt_Opacity; }