#version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable layout (binding = 0) uniform sampler2D sColorMap; layout (location = 0) in vec4 inColor; layout (location = 0) out vec4 outFragColor; void main () { outFragColor = texture(sColorMap, gl_PointCoord) * inColor; }