#version 450 layout (binding = 0) uniform sampler2D samplerColorMap; layout (binding = 1) uniform sampler2D samplerGradientRamp; layout (location = 0) 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; }